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[M] (4) CD Quarantine Zone - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
July 03 2012 06:27 GMT
#21
Not making it easier for Terran to turtle off of three base. But FS was that back in BW in TvP Terran did and still do sit back off three base against toss and this map is exactly the same lol good work
Master Chief
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 03 2012 06:41 GMT
#22
On July 03 2012 15:27 BWalma wrote:
Not making it easier for Terran to turtle off of three base. But FS was that back in BW in TvP Terran did and still do sit back off three base against toss and this map is exactly the same lol good work

I'm not sure what you're trying to say here.
Twitter: @iamcaustic
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
July 03 2012 22:58 GMT
#23
On July 03 2012 15:41 stormfoxSC wrote:
Show nested quote +
On July 03 2012 15:27 BWalma wrote:
Not making it easier for Terran to turtle off of three base. But FS was that back in BW in TvP Terran did and still do sit back off three base against toss and this map is exactly the same lol good work

I'm not sure what you're trying to say here.


Ya lol it does not make much sense. This was when I woke up a 3AM haha. I was saying if you wanted not to encourage three base play by making the map have a hard third to take. I was saying you failed IMO. Because if you look back at Brood War Terran's all they did was three base in till 3/3 maxed Mech army back in BW on FS
Master Chief
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-07-04 05:55:06
July 04 2012 05:49 GMT
#24
On July 04 2012 07:58 BWalma wrote:
Show nested quote +
On July 03 2012 15:41 stormfoxSC wrote:
On July 03 2012 15:27 BWalma wrote:
Not making it easier for Terran to turtle off of three base. But FS was that back in BW in TvP Terran did and still do sit back off three base against toss and this map is exactly the same lol good work

I'm not sure what you're trying to say here.


Ya lol it does not make much sense. This was when I woke up a 3AM haha. I was saying if you wanted not to encourage three base play by making the map have a hard third to take. I was saying you failed IMO. Because if you look back at Brood War Terran's all they did was three base in till 3/3 maxed Mech army back in BW on FS

I'm not sure how that comparison has any relevance, given Terrans do not mech TvP in StarCraft 2. The fact of the matter is the units of SC2 cause for very different strategies compared to its predecessor, and this style of map has not been tested in this new environment.

That said, if this style of map does somehow result in a viable 3-base turtle mech TvP strategy, I think that alone would be something incredibly interesting to look at and analyze, given how strategically stagnant (outside of random 1-2 base all-ins) TvP has been for Terran even since the beta.

Finally, I highly encourage you (and everyone) to play-test this map to see if your claims have merit. However, at this time I've yet to receive any TvP games that played out as you predict, and so I'd have to say it's rather pre-mature for you to declare it a failure.
Twitter: @iamcaustic
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 18 2012 07:45 GMT
#25
While this has been the case for a little while now, I forgot to make an update to announce it! You can now play on CD Quarantine Zone with the Starbow Mod! For those of you who love Starbow, hopefully this is exciting news.
Twitter: @iamcaustic
Queequag101
Profile Joined July 2012
Canada24 Posts
July 23 2012 02:38 GMT
#26
Just played this in the map tournament, It reminds me of the same style maps in 2v2 and 4v4 which means impossible to see anything that's got the maximum fog still on it. If you could fix that please do Also it seems really empty for how massive it is.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 23 2012 02:41 GMT
#27
On July 23 2012 11:38 Queequag101 wrote:
Just played this in the map tournament, It reminds me of the same style maps in 2v2 and 4v4 which means impossible to see anything that's got the maximum fog still on it. If you could fix that please do Also it seems really empty for how massive it is.

I'm not sure what you mean, as the map has the standard fog of war. Would you be able to post a screenshot of the difficult vision? Would mean a lot to me. Only thing I can think of off the top of my head is maybe the time of day... I never adjusted it so maybe it's set to night? I'll investigate that.
Twitter: @iamcaustic
Insomni7
Profile Joined June 2011
667 Posts
July 23 2012 03:01 GMT
#28
The lighting is a bit dark on this map and the textures make it hard to distinguish landmarks like, for example, your main ramp. I think this is what queequag101 means.
Never Forget.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 23 2012 04:52 GMT
#29
On July 23 2012 12:01 Insomni7 wrote:
The lighting is a bit dark on this map and the textures make it hard to distinguish landmarks like, for example, your main ramp. I think this is what queequag101 means.

Gotcha gotcha. I'll do some tweaking to the lighting and textures to make the map more visually clear. Thanks for the feedback you guys!
Twitter: @iamcaustic
FlaShFTW
Profile Blog Joined February 2010
United States10402 Posts
July 23 2012 05:23 GMT
#30
On July 04 2012 07:58 BWalma wrote:
Show nested quote +
On July 03 2012 15:41 stormfoxSC wrote:
On July 03 2012 15:27 BWalma wrote:
Not making it easier for Terran to turtle off of three base. But FS was that back in BW in TvP Terran did and still do sit back off three base against toss and this map is exactly the same lol good work

I'm not sure what you're trying to say here.


Ya lol it does not make much sense. This was when I woke up a 3AM haha. I was saying if you wanted not to encourage three base play by making the map have a hard third to take. I was saying you failed IMO. Because if you look back at Brood War Terran's all they did was three base in till 3/3 maxed Mech army back in BW on FS

that's protoss's fault for not grabbing more bases and going BeSt style mass gateway so you can quickly remax 200/200 to kill terran mech. and if you sit on 200/200 3/3 as terran, ur gonna lose.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
July 23 2012 06:41 GMT
#31
The lighting is a bit dark on this map and the textures make it hard to distinguish landmarks like, for example, your main ramp. I think this is what queequag101 means.


This is why it's very common to put landing lights and the like next to main ramps and other points of interest.
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
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 24 2012 04:00 GMT
#32
New version of the map is live on NA. Changes include lighting updates to alleviate the darkness issue and an adjustment to the main base cliffs.

Thanks for the feedback guys! More is always appreciated.
Twitter: @iamcaustic
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
August 23 2012 09:26 GMT
#33
I've only just noticed this map thanks to you posting in another thread mentioning it and can I say I love it?

The only thing I'd change is the rocks making it harder to get up to defend your own third (unless that's to stop early attacks?)

I loved Fighting Spirit as Terran and since I mech in all matchups I think this is one of the best maps I've seen made here :o
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
August 23 2012 10:20 GMT
#34
This map is awesome. Thank you for trying to push the bounds. I love how you use something so simple and intuitive (smaller ramp on the outside of third) to allow a smaller amount of units to defend it, in theory.

Love the design, the middle, and pretty much everything about this map.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
Last Edited: 2012-08-23 13:23:08
August 23 2012 12:29 GMT
#35
EDIT: Sorry posted in the wrong thread.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-08-23 23:59:01
August 23 2012 23:56 GMT
#36
On August 23 2012 18:26 Qikz wrote:
I've only just noticed this map thanks to you posting in another thread mentioning it and can I say I love it?

The only thing I'd change is the rocks making it harder to get up to defend your own third (unless that's to stop early attacks?)

I loved Fighting Spirit as Terran and since I mech in all matchups I think this is one of the best maps I've seen made here :o

The rocks are indeed to help against earlier attacks, and can be destroyed as the game goes on. They also help defend against roundabout harassment if players spawn horizontally. The rocks in the middle of the map serve a similar function, and can also be destroyed later to facilitate larger pushes and/or establish stronger contains (better concave and all).

Also, thanks for the comments you guys! I really appreciate that you love the map. You can try it out in the StarCraft section of patch 1.5, under custom games. I always enjoy getting replays both for sheer entertainment and as valuable play data.
Twitter: @iamcaustic
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