[M] (2) Beelzebub - Page 2
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Fatam
1986 Posts
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EatThePath
United States3943 Posts
This map is centered around the long obstructions that break up the movement around the tower. Now that the rocks are gone, this is where all the "action" will be in terms of active play -- more or less army positioning and map presence. I would like it better if there was less connected-ness around the 4th base. It doesn't really add positional value to the map, it's just your basic extra base, as needed, forcing map control or strong local presence. There's no good way to take a "forward" position to defend your 4th base without just having map control anyway, the tower being to close. Since you can't really do anything about this, it'd be much more interesting if the two ramps into the 4th weren't so similar. Some negative space here, like a high ground pod (even with a ramp up to it) would greatly extend the positional dynamics of the map, which are the weak point imo. In general quite solid, if a little bland/shallow. | ||
Zerg.Zilla
Hungary5029 Posts
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Syphon8
Canada298 Posts
On July 25 2012 14:14 Zerg.Zilla wrote: So why put rock at the 3th? Because if Protoss FFEs with 2 entrances to the nat in ZvP they'll just die. | ||
Meltage
Germany613 Posts
On July 25 2012 10:37 EatThePath wrote: [i]I would like it better if there was less connected-ness around the 4th base. It doesn't really add positional value to the map, it's just your basic extra base, as needed, forcing map control or strong local presence. There's no good way to take a "forward" position to defend your 4th base without just having map control anyway, the tower being to close. Since you can't really do anything about this, it'd be much more interesting if the two ramps into the 4th weren't so similar. Some negative space here, like a high ground pod (even with a ramp up to it) would greatly extend the positional dynamics of the map, which are the weak point imo. In general quite solid, if a little bland/shallow. Somethign like this? http://imageshack.us/photo/my-images/826/tkgw7.png/ | ||
CruxEWPrime
Korea (South)27 Posts
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sorrowptoss
Canada1431 Posts
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FlaShFTW
United States10182 Posts
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The_Templar
your Country52797 Posts
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Meltage
Germany613 Posts
A suggestion is limiting the red stone rocks texture to organic ramps only, and tone down the use of cracks on the low ground some. | ||
OxyGenesis
United Kingdom281 Posts
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ScorpSCII
Denmark499 Posts
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monitor
United States2404 Posts
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PandaZerg
Canada148 Posts
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MarcusRife
343 Posts
On August 04 2012 02:15 monitor wrote: I'm not a big fan of the map because its linear/standard and very small, but I think its a great learning map. I respectfully disagree. ![]() | ||
Fatam
1986 Posts
As far as I know you want to only block one of those paths with rocks (if you're going to use rocks at all) so that zergs in tournaments don't insta-veto the map. Atm I think the situation here is kind of like Entombed Valley for a zerg, but worse. Otherwise I like the map ![]() | ||
Meltage
Germany613 Posts
On August 04 2012 11:38 Fatam wrote: Hmm, rocks blocking the path to the 3rd -AND- 4th? Wut? Perhpas you misread beacuse of the textures. Theres rocks between nat and third, then into the attack path of the 5th. They're there for good reasons. | ||
Fatam
1986 Posts
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MarcusRife
343 Posts
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PandaZerg
Canada148 Posts
Otherwise gorgeous update/map! | ||
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