[M] (4) CD Quarantine Zone - Page 2
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Pucca
Taiwan1280 Posts
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iamcaustic
Canada1509 Posts
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. | ||
Pucca
Taiwan1280 Posts
On July 03 2012 15:41 stormfoxSC wrote: 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 | ||
iamcaustic
Canada1509 Posts
On July 04 2012 07:58 BWalma wrote: 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. | ||
iamcaustic
Canada1509 Posts
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Queequag101
Canada24 Posts
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iamcaustic
Canada1509 Posts
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. | ||
Insomni7
667 Posts
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iamcaustic
Canada1509 Posts
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! | ||
FlaShFTW
United States9936 Posts
On July 04 2012 07:58 BWalma wrote: 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. | ||
Fatam
1986 Posts
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. | ||
iamcaustic
Canada1509 Posts
Thanks for the feedback guys! More is always appreciated. | ||
Qikz
United Kingdom12021 Posts
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 | ||
Qwyn
United States2779 Posts
Love the design, the middle, and pretty much everything about this map. | ||
Qikz
United Kingdom12021 Posts
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iamcaustic
Canada1509 Posts
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. | ||
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