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[M] (2) Critical Core - Page 2

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2404 Posts
July 01 2012 22:47 GMT
#21
On July 02 2012 06:29 MarcusRife wrote:
Show nested quote +
On July 01 2012 01:53 monitor wrote:
No, don't take out those rocks, otherwise the middle expos suck. The semi-islands are frickin awesome and they have to be this way for the position balance to work- if you removed any set of rocks, the expansions would become very vulnerable and hard to defend. The thing that makes them viable is that you can break 1 set of rocks or none and have it be very safe for you to hold, regardless of the position. If anything, the solution would be to remove the ramp that the diagonal rocks are on so that it's even less vulnerable.


I liked monitor's suggestion so I went ahead and took out the large ramps in the middle. Also made some aesthetic updates.


Glad you liked it but I was just kind of spouting words haha... I like the change nonetheless.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-08-09 10:38:51
July 14 2012 20:57 GMT
#22
Removed
Peanutbutter717
Profile Blog Joined June 2011
United States240 Posts
July 14 2012 21:30 GMT
#23
Theres only one big attack path, it splits off but theres a tower there and you can easily spot enemy movements. Ohana has paths through 2 expansion points without rocks, and it cannot be spotted by the towers.

Also I hope its cross spawn only, any other combo of starting locations gives one player an expansion advantage. Nerazim Crypt had that problem. I would say this map is very much like Nerazim Crypt, the differences being the semi-island expos, and the 4 watchtowers were highgrounds and there was no dead space in the middle.
Marine -> masters
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
July 15 2012 03:17 GMT
#24
I hate how you can defend bases at only 1 choke. You should move the one ramp back so you have another path into your third.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
MarcusRife
Profile Joined March 2011
343 Posts
November 01 2012 19:29 GMT
#25
I added sneak attack paths that go between the main and center bases. I would love to get some good feedback on how the map looks now.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 01 2012 21:22 GMT
#26
Now terran can PF the 4th towards a ccw zerg spawn, and without the wide middle-facing ramp, zerg can't hardly do anything about it. Then it's literally one siege tank radius to the zerg's 3rd.
Comprehensive strategic intention: DNE
MarcusRife
Profile Joined March 2011
343 Posts
November 01 2012 21:40 GMT
#27
On November 02 2012 06:22 EatThePath wrote:
Now terran can PF the 4th towards a ccw zerg spawn, and without the wide middle-facing ramp, zerg can't hardly do anything about it. Then it's literally one siege tank radius to the zerg's 3rd.


The intention was that when Zerg spawns ccw they don't take the cw base as their third. They take the ccw third.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 01 2012 22:50 GMT
#28
On November 02 2012 06:40 MarcusRife wrote:
Show nested quote +
On November 02 2012 06:22 EatThePath wrote:
Now terran can PF the 4th towards a ccw zerg spawn, and without the wide middle-facing ramp, zerg can't hardly do anything about it. Then it's literally one siege tank radius to the zerg's 3rd.


The intention was that when Zerg spawns ccw they don't take the cw base as their third. They take the ccw third.

Well then, two tank radii to cutting off the 3rd from the natural and killing either. It just looks broken in the same way but much more severe that XNC was broken, at least for those spawns.
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
November 01 2012 23:03 GMT
#29
I think it'll be way to hard to see stuff in those little corridors behind the double-high cliffs of the mains in some positions. I do like them, though. I wonder if you could get away with pushing the minerals on the high ground middle bases back against the edge some. Or rather, cut away some of the terrain behind them and then get rid of some of the terrain on the far side of the little path so it remains the same size, but a bit away from the main so you don't have vision issues either. That would improve this map for me.

I think the close thirds are a bit too close, though, and open. Seems like you'll just easily secure it if you have a big enough army, and never secure it with a smaller army. Seems like that makes the skill required to take a third very simple, only about army size, not much positioning or other things.

I do really like the addition of those paths though.
all's fair in love and melodies
MarcusRife
Profile Joined March 2011
343 Posts
November 01 2012 23:42 GMT
#30
On November 02 2012 08:03 Gfire wrote:
I think it'll be way to hard to see stuff in those little corridors behind the double-high cliffs of the mains in some positions. I do like them, though. I wonder if you could get away with pushing the minerals on the high ground middle bases back against the edge some. Or rather, cut away some of the terrain behind them and then get rid of some of the terrain on the far side of the little path so it remains the same size, but a bit away from the main so you don't have vision issues either. That would improve this map for me.


Good point. I created some space between the path and the main so that there are no vision issues. The entirety of the paths are now visible.


On November 02 2012 08:03 Gfire wrote:
I think the close thirds are a bit too close, though, and open. Seems like you'll just easily secure it if you have a big enough army, and never secure it with a smaller army. Seems like that makes the skill required to take a third very simple, only about army size, not much positioning or other things.

I do really like the addition of those paths though.


I'm not sure what I can do about that. If there are any suggestions I would like to hear them. Hopefully the other interesting features of the map compensate for the dullness of the part you describe.
MarcusRife
Profile Joined March 2011
343 Posts
November 03 2012 19:39 GMT
#31
On November 02 2012 08:03 Gfire wrote:
I think the close thirds are a bit too close, though, and open. Seems like you'll just easily secure it if you have a big enough army, and never secure it with a smaller army. Seems like that makes the skill required to take a third very simple, only about army size, not much positioning or other things.


I thought about this some more and decided to move the third around a little and I created a area in the natural that helps you control the third area with siege tanks or collosi or whatever else.
Gfire
Profile Joined March 2011
United States1699 Posts
November 03 2012 20:42 GMT
#32
On November 04 2012 04:39 MarcusRife wrote:
Show nested quote +
On November 02 2012 08:03 Gfire wrote:
I think the close thirds are a bit too close, though, and open. Seems like you'll just easily secure it if you have a big enough army, and never secure it with a smaller army. Seems like that makes the skill required to take a third very simple, only about army size, not much positioning or other things.


I thought about this some more and decided to move the third around a little and I created a area in the natural that helps you control the third area with siege tanks or collosi or whatever else.

Ooh, looks cool. It gives it a bit of flavor, don't you think? Feels a little different from other maps now. Not quite like anything else, so I think it would be worth playing on like this.
all's fair in love and melodies
MarcusRife
Profile Joined March 2011
343 Posts
November 05 2012 01:18 GMT
#33
Did some work on the aesthetics. Still not done but this is the direction I am taking it.
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