[M] (2) Crux Abyssal City LE - Page 3
Forum Index > SC2 Maps & Custom Games |
Murkury
Canada63 Posts
| ||
monitor
United States2403 Posts
| ||
dezi
![]()
Germany1536 Posts
| ||
CaptainCrush
United States785 Posts
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
United States30730 Posts
| ||
monitor
United States2403 Posts
On July 30 2012 20:50 CaptainCrush wrote: 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. ![]() 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. | ||
Samro225am
Germany982 Posts
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
Germany501 Posts
| ||
Monochromatic
United States989 Posts
| ||
TheFish7
United States2824 Posts
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
Germany19 Posts
Pictures 4&5, just so awesome, rly impressive work. | ||
RiceAgainst
United States1849 Posts
| ||
RaiKageRyu
Canada4773 Posts
| ||
Wafflelisk
Canada1061 Posts
![]() | ||
shell
Portugal2722 Posts
| ||
Gosi
Sweden9072 Posts
| ||
thezanursic
5478 Posts
| ||
Sooooil
Germany497 Posts
| ||
Walitgon
Australia550 Posts
| ||
Meerel
Germany713 Posts
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) | ||
| ||