[M] (2) Azura Bridge - Page 2
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Chicane
United States7875 Posts
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Glurkenspurk
United States1915 Posts
On May 12 2012 11:11 Kennigit wrote: Playing a game at a professional level tends to make you better at things like casting, map design and analysis. But pro gamers don't yell enough. They are obviously bad casters. | ||
dsousa
United States1363 Posts
My first instinct would be to say remove some of the stuff in the very middle, make that space more open. but after looking closer I can see that the spaces to the north and south of the middle xel'naga does make 2 very large open spaces. I like it because it has some vast openness. Let the zerglings run freely at least one spot on the map. | ||
magicturtle
United States35 Posts
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Oerbaa
Scotland184 Posts
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EatThePath
United States3943 Posts
Other than that, nice job creating something that uses a cool oldschool concept in a way that actually integrates it with the play of the map. ^^ | ||
Yaki
France4234 Posts
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Dontkillme
Korea (South)806 Posts
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Linog[e]
59 Posts
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TheDougler
Canada8302 Posts
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How2getMaster
Germany124 Posts
+ Show Spoiler + Greetings. | ||
Kompicek
Czech Republic245 Posts
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callebo
Sweden6 Posts
Concerned how easy it would be for zergling runbys. Can't really see a path for opponent to push without leaving their bases vulnurebale, but I like it! Maps need to have more variety! | ||
Giga
United Kingdom114 Posts
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-Kira
352 Posts
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Ripeace
34 Posts
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yousaba
Sweden55 Posts
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MorroW
Sweden3522 Posts
On May 12 2012 16:54 How2getMaster wrote: I just played it and every unit was able to go through the backdoor entrance O_o + Show Spoiler + Greetings. thanks it was working before but i probably screwed it up along the way. shouldnt be too hard to fix On May 12 2012 19:30 callebo wrote: Wow, more pro-players need to try map-making. Love it. Concerned how easy it would be for zergling runbys. Can't really see a path for opponent to push without leaving their bases vulnurebale, but I like it! Maps need to have more variety! again, 1 supply depot or 1 pylon can clog it off and only 1 zergling would be able to attack | ||
PolskaGora
United States547 Posts
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MorroW
Sweden3522 Posts
On May 13 2012 04:30 PolskaGora wrote: Although I think that this could potentially work out to be a great tournament map, I don't see this map on ladder, at least not without Blizzard adding rocks, since that mini-choke in ZvZ would be devastating. You can't block it off so there's no stopping ling runbys or ninja banelings. Normally such banelings wouldn't be a problem in high level play since the players usually have great minimap awareness, hence why I think this concept can work in a tournament setting, but anyone below masters would have a real tough time with it. you can block it off ![]() ![]() On May 12 2012 13:06 magicturtle wrote: There should be 500 hp mini rocks blocking the tiny passage into natural, too favored for ling runbys early on, and makes it much more difficult to expand as protoss the whole point of that passage is that it should be used in the early stages before too large armies grow i dont see why its difficult for protoss to expand by the way thanks so much for all the feedback so far, its been flowing on much more than i expected | ||
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