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[M] (4) Cuatros Mesas - Page 2

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
July 23 2012 05:29 GMT
#21
Cuatro Mesas? Four tables? Weird name for a map xP


"Mesa" can mean an elevated piece of land with cliffs on some or all sides. Similar words are "butte" and "plateau". Unless you were being weirdly sarcastic or something, in which case oh well.

@ the map, only major thing I would change are the watchtowers. It's not much fun (imo) if the watchtowers cover 100% of the possible attack routes (at least it looks like they do, maybe I'm wrong). I think someone already touched on this earlier but thought I would mention it as well.
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 23:45 GMT
#22
To deal with the forward bases, you can pull the actual base locations further away without hardly touching the route itself. This is one of the major problems of the map.

The other is the 3rd base is too hard when taking the 3 or 9. It's sooo far away and wide open between there and the natural. Basically protoss and terran have to take forward 3rd against zerg in horizontal adjacent spawns. To fix this, you could shrink the vertical dimension. In vertical adjacent spawns the rush distance is quite okay already.

Generally the map is pretty open, which tends to force the terran and protoss to either all in or play extremely deathbally vs zerg. You could preserve the openness if you add some more long movement barriers (which we typically see as cliffs) but could very well be long lines of holes / trees / high ground strip. Mostly right now the obstacles are little negative space pods on the flat ground, or basic separations near bases.

Perhaps best would be to keep the skeleton of this design and redo it with a completely different concept for the center? I like it anyway but it's not quite working atm.

@seafood: try resuscitate, meaning revive, rejuvinate, bring back to life... aka make 4player rotational actually interesting and useful map type. which is a worthy cause. ^_^
Comprehensive strategic intention: DNE
DMR_Chane
Profile Joined July 2012
23 Posts
July 26 2012 13:50 GMT
#23
looks really good. and it is indeed still balanced from all angles I think.

thought the eastetics fail quite hard. the layout is good but put some work into the art style if you can!
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 26 2012 14:17 GMT
#24
I really like where this is going, these are my favourite types of map. Close spawns are broken right now though, keep working on it.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2012-08-05 12:56:55
August 05 2012 12:56 GMT
#25
Update!

After some sweet PvZ masters testgames (huge thanks to Plexa & Glurkenspurk <3 ), I fix a lot of minor issues, and tightened the map up all around. I've also done some more texturing and doodads.

The map is up on EU,( NA will follow asap).

edit: mod plz change name to Cuatros Mesas, thanks!
TPW Map Maker - theplanetaryworkshop.com
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