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[M] (2) Crux Abyssal City LE - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 26 2012 16:42 GMT
#21
On July 26 2012 23:00 CruxEWPrime wrote:
Why this map's version LE is.

Because I post on PlayXP.

And First version had too much Frame Drop.

And I made Low Edition version, i post on TL.


Do you have any pretty pictures from the original version or are the aesthetics still pretty much the same?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
July 26 2012 17:22 GMT
#22
i think some other map makers made a map with similar style layout it turned into allot of 2 base all-in plays, how do you think this map differs?
Live Fast Die Young :D
Aunvilgod
Profile Joined December 2011
2653 Posts
July 26 2012 18:25 GMT
#23
On July 27 2012 00:34 Dexington wrote:
A map with a different layout than normal! Excited to see how it works.


I don´t see where this map is different? I can´t see any unique features.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Syphon8
Profile Joined July 2010
Canada298 Posts
July 26 2012 18:35 GMT
#24
On July 27 2012 03:25 Aunvilgod wrote:
Show nested quote +
On July 27 2012 00:34 Dexington wrote:
A map with a different layout than normal! Excited to see how it works.


I don´t see where this map is different? I can´t see any unique features.


Ya, it's almost the exact same layout as Daybreak with different proportions.

That said, it's an amazing improvement. I really hope this goes to ladder.
',:/
Aunvilgod
Profile Joined December 2011
2653 Posts
July 26 2012 18:38 GMT
#25
On July 27 2012 03:35 Syphon8 wrote:
Show nested quote +
On July 27 2012 03:25 Aunvilgod wrote:
On July 27 2012 00:34 Dexington wrote:
A map with a different layout than normal! Excited to see how it works.


I don´t see where this map is different? I can´t see any unique features.


Ya, it's almost the exact same layout as Daybreak with different proportions.

That said, it's an amazing improvement. I really hope this goes to ladder.


Yes, that is the probably best comparison. It might also have heavy circle syndrome.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 26 2012 18:58 GMT
#26
Already seen this one on PlayXP - nice work. Is it up on EU yet?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 26 2012 19:08 GMT
#27
Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base
Aunvilgod
Profile Joined December 2011
2653 Posts
July 26 2012 19:16 GMT
#28
On July 27 2012 04:08 RFDaemoniac wrote:
Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base


I am close to a 100% sure pros will just expand linear. But we might see.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 26 2012 20:27 GMT
#29
Please show ingame pictures with FPS counter open, i want to see the rate in often used areas
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
ShowTheLights
Profile Blog Joined June 2012
Korea (South)1707 Posts
July 26 2012 21:03 GMT
#30
i LOVE crux maps omg
•••Acer.MMA••• <> KT_Puzzle <> JinAir•GreenWings_CoCa <> CJ_herO <> Axiom CranK & Ryung <> IM_Seed <> IM_Squirtle <> le' ToD <> Innovation <> ROOT_CatZ <> inuh! <> Chobra <> SKT1_Fantasy
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 26 2012 23:50 GMT
#31
On July 27 2012 01:10 FlaShFTW wrote:
With three chokes to defend to take your third, it seems a bit of a struggle. However, relooking at the map, since rush distances are so long, there shouldn't be too big of a problem with it, since one of them is easily walled off as well.

Very pretty map, love it a lot. Usually when a map has the middle mains, the corner expos behind the mains become very underused. Not the case here. I can see them coming into great use.


I played it on the Kr server, the rush distance is quite short.
Mapmaker of Frost, Fruitland and Bridgehead
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 27 2012 00:03 GMT
#32
On July 27 2012 04:08 RFDaemoniac wrote:
Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base


This is how people will expand:
+ Show Spoiler +
[image loading]


Corner expansions are kinda neutral, yet so close to either expansion pattern that they are quite awkward for both sides to take.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 27 2012 00:44 GMT
#33
On July 27 2012 09:03 Ragoo wrote:
Show nested quote +
On July 27 2012 04:08 RFDaemoniac wrote:
Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base


This is how people will expand:
+ Show Spoiler +
[image loading]


Corner expansions are kinda neutral, yet so close to either expansion pattern that they are quite awkward for both sides to take.

Since I played and obbed on this map, let me say that people especially terrans in TvZ expand to the central expo as their third while being agressive. The conventional third is actually more difficult to secure than people think, that's the reason why people take the central expansion, I think.
Mapmaker of Frost, Fruitland and Bridgehead
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
July 27 2012 14:04 GMT
#34
Beautiful Map
John 15:13
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 27 2012 14:07 GMT
#35
On July 27 2012 09:44 kim9067 wrote:
Show nested quote +
On July 27 2012 09:03 Ragoo wrote:
On July 27 2012 04:08 RFDaemoniac wrote:
Except that you can realistically expand down either side from either spawn, depending on race/preferences. This could create some interesting tensions over the 4th base


This is how people will expand:
+ Show Spoiler +
[image loading]


Corner expansions are kinda neutral, yet so close to either expansion pattern that they are quite awkward for both sides to take.

Since I played and obbed on this map, let me say that people especially terrans in TvZ expand to the central expo as their third while being agressive. The conventional third is actually more difficult to secure than people think, that's the reason why people take the central expansion, I think.


Oh yeah, that's obviously another expansion pattern you could use. I was just trying to point out that the sixth are neutral-ish.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
LemonyTang
Profile Joined March 2011
United Kingdom428 Posts
July 27 2012 17:41 GMT
#36
Is anyone going to be able to get this up on NA anytime soon?
Mvp #1
FlaShFTW
Profile Blog Joined February 2010
United States10365 Posts
July 27 2012 18:48 GMT
#37
On July 27 2012 08:50 kim9067 wrote:
Show nested quote +
On July 27 2012 01:10 FlaShFTW wrote:
With three chokes to defend to take your third, it seems a bit of a struggle. However, relooking at the map, since rush distances are so long, there shouldn't be too big of a problem with it, since one of them is easily walled off as well.

Very pretty map, love it a lot. Usually when a map has the middle mains, the corner expos behind the mains become very underused. Not the case here. I can see them coming into great use.


I played it on the Kr server, the rush distance is quite short.

really? with the main/nat setup, id expect them to be quite long...

nvm, relooked at the map, didnt see the smaller ramp that leads to the middle.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
Last Edited: 2012-07-27 23:17:26
July 27 2012 23:12 GMT
#38
Exceptionally well conceived map, it's exactly the type of map I like too. The aesthetics are just out of this world to boot, with some really classic sci-fi visuals. It does seem like a ton of doodads though, interested to see how it runs.

The proportions seem particularly good to me, and I enjoy small features like the "backdoor" path into the third. The distances between bases and possible expansion patterns reminds me of Cloud Kingdom, and this map reveals the same solidity in its initial base layout. The middle is much different, and even though it's reminiscent of Daybreak, it should play out rather differently, not in the least due to the watchtower placement. It encourages far more aggression throughout all stages of the game. Honestly, I feel the middle map is just about flawless.

I can't think of a more promising map in recent memory - I'm excited to play on this map and to see it really stress tested. I reckon and hope this map has a bright future.

EDIT: Actually, the one thing I can fault is the name: "Abyssal City" is a little underwhelming and doesn't quite roll of the tongue. I don't know if that's still subject to change though.
They're coming to get you, Barbara.
xeqwist
Profile Joined July 2012
55 Posts
July 28 2012 12:07 GMT
#39
What a beauty! CruX maps never cease to amaze me!
Too bad it's not on EU T–T, but from what I can see on the overview it looks really solid.
xeqwist.195 EU | ♥ BitByBit ♥ MarineKing ♥ | Marine good unit.
ChaosRefined
Profile Joined July 2011
United States52 Posts
July 28 2012 16:01 GMT
#40
This map looks absolutely amazing. I could put it up on NA if you'd like, I really want to play on it!
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