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[M] (2) Crux Abyssal City LE - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Murkury
Profile Joined July 2011
Canada63 Posts
July 29 2012 13:52 GMT
#41
This map is absolutely stunning.
"VRAUUUUUUOOO" - Overlord
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 30 2012 01:44 GMT
#42
Superb aesthetics but I'm not a fan of the layout. Too difficult to hold a 6th base, and for zerg, its hard to get up to 6 or 8 gases in lategame considering the middle expos are going to be nearly impossible to defend due to their close proximity to the opponent. The biggest problem is that the expos are all too close to the opponents expansions and the map is too small. I don't really have any suggestions to fix it on this map, but keep it in mind in the future when you make the expo layouts.
https://liquipedia.net/starcraft2/Monitor
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 30 2012 11:31 GMT
#43
When will this be on EU?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
July 30 2012 11:50 GMT
#44
On July 30 2012 10:44 monitor wrote:
Superb aesthetics but I'm not a fan of the layout. Too difficult to hold a 6th base, and for zerg, its hard to get up to 6 or 8 gases in lategame considering the middle expos are going to be nearly impossible to defend due to their close proximity to the opponent. The biggest problem is that the expos are all too close to the opponents expansions and the map is too small. I don't really have any suggestions to fix it on this map, but keep it in mind in the future when you make the expo layouts.


Too difficult to hold a 6th base!? Is this really a valid complaint!? There is no reason that every single SC2 game these days should go to 6 bases, zerg or not.

This map looks beautiful and I like the layout very much. I hope to see this uploaded to NA very soon, I would like to test it a bit more.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
July 30 2012 13:04 GMT
#45
it's...beautiful
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 30 2012 16:56 GMT
#46
On July 30 2012 20:50 CaptainCrush wrote:
Show nested quote +
On July 30 2012 10:44 monitor wrote:
Superb aesthetics but I'm not a fan of the layout. Too difficult to hold a 6th base, and for zerg, its hard to get up to 6 or 8 gases in lategame considering the middle expos are going to be nearly impossible to defend due to their close proximity to the opponent. The biggest problem is that the expos are all too close to the opponents expansions and the map is too small. I don't really have any suggestions to fix it on this map, but keep it in mind in the future when you make the expo layouts.


Too difficult to hold a 6th base!? Is this really a valid complaint!? There is no reason that every single SC2 game these days should go to 6 bases, zerg or not.

This map looks beautiful and I like the layout very much. I hope to see this uploaded to NA very soon, I would like to test it a bit more.


I agree that not every SC2 game should go to sixth bases, but I also like to have maps that you can use every part of. If something is useless then it could be designed better. So yes, it is a valid complaint that there are at least 2 expansions that will never be taken in every game because they're too close to the opponent.

[image loading]

The yellow indicates the expansion that is going to be very difficult to take. Same with the top left expansion. I could draw out more scenarios, but each time you get the players to 4 or 5 bases, there is an expo that is nearly impossible to defend. You'll notice that even on 5 bases, some of the distances are dangerously short.
https://liquipedia.net/starcraft2/Monitor
Samro225am
Profile Joined August 2010
Germany982 Posts
July 30 2012 18:05 GMT
#47
i share monitor's concern.

it would be a bit easier with a high ground ledge that stretches out from the pods and with either of the two lowground connections cut away, the other being transformed into a second ramp from the side.

this leads to less dynamics and a better chance to hold the corner base from one side - thinking about the closeness to the mains one could argue the SE base should belong to the eastern side, but then the high ground would be too strong against fourth i assume.

Considering the close proximity by air from the the main base again kind of forbids the corner bases belonging to the other side (east corner to western side), unless the corner base's rotation is changed like a lot and moved closer to fourth.

Yet from the flow of bases I would argue to gve the western player a better chance to get the SE corner base, e.g. zerg expanding all the way to the corner, before taking the base in front the main.

interestingly what we are discussing here was once branded circle syndrom. being someone who talked a lot about CS and was accused of not looking after not-having CS, i want to emphasize one issue here, regarding the question who should have which last base:
So I am not saying that this or that is bad, or CS, etc.- i want to note that if the SE corner base should belong to eastern player than there opens up a great chance for expanding forward very strongly, and the whole balance of teh map could break down. So not saying this is bad, it is very interesting. Just imagine main-nat-frontbase-cornerbase. Could be fun turtling around the main.

I hope I got thai point clear, feeling a bit rusty really.
MooLen
Profile Joined May 2011
Germany501 Posts
July 30 2012 18:06 GMT
#48
I think on this map is a little to much deadspace, which makes dropships and drops in general way to strong. I think if you delete the deadspace behind the main the map would be way more fair in PvT. Also the highgrounds ( i hope im not mistaken) seem to favour terran highly in TvZ and make it really hard to engage and defend your 4th.
Monochromatic
Profile Blog Joined March 2012
United States1000 Posts
July 30 2012 18:13 GMT
#49
Beautiful map, really nice. Can't see any initial flaws on it, but I would have to play on it to be certain.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-07-31 04:03:25
July 31 2012 04:02 GMT
#50
I'd like to post a dissenting opinion on the 6th. Daybreak has a similar 6th base situation - it is very hard to secure because it is very close to your opponent. In this case however, an army attacking into the 6th opens itself up to being flanked or surrounded by any units on the nearby highground pod. So sure, its extremely hard to take, but not really if you secure the nearby highground pod - in this way they serve more as tiebreaker bases or winner's bases.

Other maps have had super hard 6ths before - Metropolis, Cloud Kingdom, hell - some maps have a 4th base that is harder than that to take. And its not like those bases didn't serve a purpose. I've seen a game on Metropolis that was decided by the bases in the middle of the map. If your in the late, late game. one player might be forced to sit in their base which would actually enable the opponent to take the 6th. Also, an army attacking into that base is severely out of position. So while I agree that that base is almost never going to be taken, I think it isn't fair to say that it serves no purpose whatsoever.

I think a much more valid complaint about this map is the size of the distance between the 4th and 5th bases. It seems really easy to catch someone's army out of position since traveling north/south is much longer than attacking west/east. But all that has the effect of doing in my mind is rewarding good positioning and map awareness even more.
~ ~ <°)))><~ ~ ~
Areith
Profile Joined May 2012
Germany19 Posts
July 31 2012 04:38 GMT
#51
i simply love the aesthetics on your map!
Pictures 4&5, just so awesome, rly impressive work.
:)
RiceAgainst
Profile Blog Joined November 2011
United States1849 Posts
September 01 2012 07:04 GMT
#52
According to this, this map (the GSL version of it) will be in GSL Season 4. Looks like it'll bring some interesting games!
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
September 01 2012 07:41 GMT
#53
Hope this map does not end up being Abysmal.
Someone call down the Thunder?
Wafflelisk
Profile Joined October 2011
Canada1061 Posts
September 01 2012 07:45 GMT
#54
Looks terrific. Can't wait to play it on NA.
Waffles > Pancakes
shell
Profile Joined October 2010
Portugal2722 Posts
September 01 2012 11:27 GMT
#55
Looks very good! hope it works great..
BENFICA || Besties: idra, Stephano, Nestea, Jaedong, Serral, Jinro, Scarlett || Zerg <3
Gosi
Profile Blog Joined June 2011
Sweden9072 Posts
September 01 2012 11:30 GMT
#56
Looks like a nice muta map.
[13:40] <Qbek> gosi i dreanmt about you
thezanursic
Profile Blog Joined July 2011
5504 Posts
September 01 2012 12:02 GMT
#57
Korean mapmakers are OP.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Sooooil
Profile Joined July 2011
Germany497 Posts
September 01 2012 12:21 GMT
#58
The middle of the map looks like a smaller version of Daybreak with the same kind of concept with the rocks in the middle and a 6m1g base being there.
Walitgon
Profile Joined May 2012
Australia550 Posts
September 01 2012 12:22 GMT
#59
Grats on the GSL featuring.
BRB laddering ^_^ ¯\_(ツ)_/¯
Meerel
Profile Joined March 2012
Germany713 Posts
September 01 2012 13:11 GMT
#60
hell yeah, another crux map that plays exactly the same as every crux map before because it has terrible circle syndrom.
its mind-boggling how this kind of maps get into gsl every fucking time.

oh and im also sick of those: omg the it looks so good, it has to have good gameplay omg wow *.* (pls look at the actual map and not on the aesthetics, thx)
SDMF
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