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Interesting pocket third. Any theory crafting on what that would mean/cause in a real game?
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This map is wicked cool. Pocket third is a really neat idea. Can roaches hit the minerals from the high ground?
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Russian Federation4295 Posts
Cool map and nice idea with 35 mineral field at 3rd, but I think, zergs will hate this map like Lost Temple
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Nice map. Dunno if I like the fact that tanks can hit the natural from the third though.
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On August 14 2012 05:11 U_G_L_Y wrote: This map is wicked cool. Pocket third is a really neat idea. Can roaches hit the minerals from the high ground?
Yes, roaches can hit 5 out of 6 mineral at the pocket third
On August 14 2012 06:26 ScorpSCII wrote: Nice map. Dunno if I like the fact that tanks can hit the natural from the third though. I almost fixed the issue, right now only 1 mineral can be hit, however you still need vision to hit it. To be completely fixed I would to change a lot of stuff in the nat.
Change log: 1.2 -Fixed the natural, tank could hit 4 mineral and 1 gas. Now 1 mineral only can be hit.
Updated thread and map.
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Wow nice one icetoad! I like how the road is different and not just the same pattern, but it might be too many details overall to be confusing... I would splatter some dirt or something to make it not so clean or like remove some of the lines, but quality stuff keep going. I'm getting a brand new PC this week. so I might start up mapping again^^^
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I dont understand the reason for the gold mineral block in the half base. It seems hard enough to hold in early game without it.
Also your map is weird and you should feel weird.
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On August 14 2012 08:24 WniO wrote: Wow nice one icetoad! I like how the road is different and not just the same pattern, but it might be too many details overall to be confusing... I would splatter some dirt or something to make it not so clean or like remove some of the lines, but quality stuff keep going. I'm getting a brand new PC this week. so I might start up mapping again^^^ I don't feel that putting dirt would fit how I made the map, the map is supposed to be really clean. Also I hope to see you back in action in making maps
On August 14 2012 15:59 Sea_Food wrote: I dont understand the reason for the gold mineral block in the half base. It seems hard enough to hold in early game without it.
Also your map is weird and you should feel weird. I wanted to see if players would like and the people would like to see a expo being blocked by a gold, but when I tested it, players were complaining even if they knew about it. So it is removed.
Change log: 1.3 -Removed the gold blocking the pocket third
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Looks even more boss now, great job.
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The pocket third really does not seem like a good 3rd to take. Against terran it is too vulnerable versus tanks (the 3rd of Korhal Compound was kinda similar much safer and still not safe enough for people). Maybe if it was a full base it would be viable. But with the current setup I think the vertical aligned bases seem much safer. I guess it will rather end up being a 5th at pro level.
The chokes are really tight. Especially in lategame TvT I think you can cover all your full bases by sieging up 2 locations.
The aesthetics are really nice.
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On August 14 2012 23:45 Aunvilgod wrote: The pocket third really does not seem like a good 3rd to take. Against terran it is too vulnerable versus tanks (the 3rd of Korhal Compound was kinda similar much safer and still not safe enough for people). Maybe if it was a full base it would be viable. But with the current setup I think the vertical aligned bases seem much safer. I guess it will rather end up being a 5th at pro level.
The chokes are really tight. Especially in lategame TvT I think you can cover all your full bases by sieging up 2 locations.
The aesthetics are really nice. The vertical third was meant has a safe third compared to the third, also players tended to place their army near the 2 ramps (the ramp with rock and the other ramp) that you could easily defend both expo easily. But on a pro level it could be a potential 5th. The chokes are really that tight, it's quite easy to engage.
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cool map
edit: actually there is a very heavy fps lag on the map because of all the details. I am normally on 100 fps but on this map I was on 20 fps. It was only me that lagged either but all people that observed and my opponent.
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Just a silly question, who the heck place a park area in the middle of a bunch of minerals!? I cannot park my helion there!!
On topic, man, so nice to see this map, visually nice, going to take a study break later to play it :D
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You're a brave brave man Icetoad, I hope the fps issues aren't too bad as this is a very cool map
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On August 17 2012 02:24 Krallman wrote: cool map
edit: actually there is a very heavy fps lag on the map because of all the details. I am normally on 100 fps but on this map I was on 20 fps. It was only me that lagged either but all people that observed and my opponent. With the update, I have removed doodads that made the FPS drop. This shouldn't occur anymore.
Change log: 1.4 -Removed doodads that made the FPS drop
map updated on NA and EU, same with thread.
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Creep covers the streets making Hellions less viable on the map.
I love how the map is not visually symmetric. Stuff like street patterns, etc. Well done!
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Change log: 1.5 -Removed 1 ramp leading into the third to make the third easier to hold.
Updated the map on NA/EU
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