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[M] (2) Beelzebub - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 Next All
Fatam
Profile Joined June 2012
1986 Posts
July 25 2012 01:08 GMT
#21
This is really solid.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 25 2012 01:37 GMT
#22
Wow nice job you guys, this looks amazing. Aesthetics are so important in helping to read a map!

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.
Comprehensive strategic intention: DNE
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
July 25 2012 05:14 GMT
#23
So why put rock at the 3th?
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
Syphon8
Profile Joined July 2010
Canada298 Posts
July 25 2012 06:17 GMT
#24
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
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-07-25 09:58:44
July 25 2012 09:56 GMT
#25
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/

http://mentalbalans.se/aggedesign
CruxEWPrime
Profile Joined July 2012
Korea (South)27 Posts
July 25 2012 12:51 GMT
#26
I think sec base to third base is too close..i just think.
Team Crux EastWindy Prime
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
July 25 2012 13:00 GMT
#27
So I'm guessing the pool thing in the adjacent front of the two mains are just to prevent sieging from the low ground? Besides that, I just find the 4th slightly hard to take, both options (northern and southern 4ths) seem quite far away... Also, the fact that there is only 1 Xel'Naga tower changes the metagame visibly, which is in my opinon a great move by you. Besides that, the 3rd-Nat-Main conjunction looks pretty much like Ohana LE's, and everything else seems great. Overall good and playable map.
FlaShFTW
Profile Blog Joined February 2010
United States10546 Posts
July 25 2012 16:23 GMT
#28
i feel like the 5th base still needs to be moved close to the opponent main. map looks way too splitable with no bases to contest right now. but i love the changes so far. keep it up!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 26 2012 03:58 GMT
#29
I hated it before but now it seems fine, the map itself actually makes sense.
ModeratorI am still alive, somehow
TL+ Member
Meltage
Profile Joined October 2010
Germany613 Posts
August 03 2012 13:09 GMT
#30
We have been wokring on the aesthetics. How do you like it?
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.
http://mentalbalans.se/aggedesign
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 03 2012 13:45 GMT
#31
I really like the aesthetic changes. Map looks really solid. The only thing I'd like to see is something more around the edge of the map, even if it's just some lavafalls, or maybe expand the crystals you have down there. Great work regardless.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 03 2012 16:57 GMT
#32
dang those textures!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 03 2012 17:15 GMT
#33
I like the textures and aesthetics that Meltage and you have done. This is, yet again, another great improvement to be documented in the ProAm contest! I'm not a big fan of the map because its linear/standard and very small, but I think its a great learning map.
https://liquipedia.net/starcraft2/Monitor
PandaZerg
Profile Joined April 2012
Canada148 Posts
August 03 2012 21:34 GMT
#34
look good now i will test it
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-08-04 01:19:50
August 04 2012 01:17 GMT
#35
I uploaded a couple of half decent replays.

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
Profile Joined June 2012
1986 Posts
August 04 2012 02:38 GMT
#36
Hmm, rocks blocking the path to the 3rd -AND- 4th? Zergs are going to QQ for dayyys.

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
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Meltage
Profile Joined October 2010
Germany613 Posts
August 04 2012 08:40 GMT
#37
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.
http://mentalbalans.se/aggedesign
Fatam
Profile Joined June 2012
1986 Posts
August 04 2012 10:25 GMT
#38
oh I guess that is the 5th that is blocked off, not the 4th. Not so bad then.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
MarcusRife
Profile Joined March 2011
343 Posts
August 08 2012 21:20 GMT
#39
There have been some aesthetic upgrades done by Meltage and los blockers have been added. This is not intended to have any bearing on the MOTM Pro-am.
PandaZerg
Profile Joined April 2012
Canada148 Posts
August 09 2012 13:15 GMT
#40
los added is ok, but I would personally change the way LOS had been placed (to much symmetrical/circular me).
Otherwise gorgeous update/map!
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