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[M] (4) Natural Presence

Forum Index > SC2 Maps & Custom Games
Post a Reply
Infidler
Profile Joined June 2012
Norway49 Posts
August 19 2012 13:53 GMT
#1
Name: Natural Presence
Author: Infidler
Playable bounds: 157x157
[image loading]

More pics
+ Show Spoiler +
[image loading] [image loading] [image loading] [image loading]

Yes it is forced cross positions
analyzer did not work
please leave your feedback
Eggs Dee
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 19 2012 14:00 GMT
#2
I do not believe those center bases are completely necessary. Everyone will focus on controlling the middle since you have 2 gold bases right next to each other.
REALLLY pretty though O_O
Moderatorshe/her
TL+ Member
killy666
Profile Joined July 2012
France204 Posts
August 19 2012 15:06 GMT
#3
The center is interesting, it's antiga-shipyard-y and the battle in the middle for positions are always interesting imho on antiga shipyard. One thing i don't really like though is the fact that the 4th is pretty easy to take once you get the 3rd. It'd bad thing because it favors split map / ultra late game play, and defensive deathball play too much, and would prolly favor zerg a bit too much too.
My life is sicker than your band
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 19 2012 15:35 GMT
#4
how do you ffe?
starleague forever
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 19 2012 16:02 GMT
#5
On August 20 2012 00:35 a176 wrote:
how do you ffe?

With the ramp...?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 19 2012 16:30 GMT
#6
On August 20 2012 01:02 NewSunshine wrote:
Show nested quote +
On August 20 2012 00:35 a176 wrote:
how do you ffe?

With the ramp...?


Yeah basically you put down a pylon at 9, then to be safe, throw down your forge at 14. I like a 16 or 17 nexus, and placing the cannon depends on when the opponent put down their pool and if you got pylon blocks.
https://liquipedia.net/starcraft2/Monitor
Infidler
Profile Joined June 2012
Norway49 Posts
August 19 2012 17:55 GMT
#7
On August 20 2012 00:35 a176 wrote:
how do you ffe?

haha:D
Eggs Dee
Glexarn
Profile Joined December 2010
United States40 Posts
August 19 2012 19:29 GMT
#8
On August 20 2012 00:35 a176 wrote:
how do you ffe?

Exactly the same way you FFE on Shakuras - that is, one of the easiest FFEs ever.
"I am greatful for the sharpest criticism, as long as it is factual." -Otto von Bismarck
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
August 19 2012 20:31 GMT
#9
3rd/4th are too close imo.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 19 2012 20:58 GMT
#10
On August 20 2012 02:55 Infidler wrote:
Show nested quote +
On August 20 2012 00:35 a176 wrote:
how do you ffe?

haha:D


yes

right

wasnt thinking straight when i posted that, :p
starleague forever
killy666
Profile Joined July 2012
France204 Posts
August 19 2012 21:00 GMT
#11
On August 20 2012 05:31 FlaShFTW wrote:
3rd/4th are too close imo.



Completely agree.
My life is sicker than your band
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 20 2012 11:45 GMT
#12
On August 20 2012 00:06 killy666 wrote:
One thing i don't really like though is the fact that the 4th is pretty easy to take once you get the 3rd. Its a bad thing because it favors split map / ultra late game play, and defensive deathball play too much, and would prolly favor zerg a bit too much too.


Totally agree, simply put impassable terrain between the 3rd and the fourth to make it harder to take and defend, then this map is ready for playing.

I actually think the middle is fine, because it has no high ground + XWT. The high ground + XWT on antiga is what makes that map slightly favoring terran (until we get Tempests and Vipers of course )
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
August 20 2012 13:38 GMT
#13
I really like the look of this map, though maybe it's a little too easy to take and hold 4 bases quickly.

Maybe remove these rocks to open up the 4ths to attack a little more: -
[image loading]

What do you think?
Infidler
Profile Joined June 2012
Norway49 Posts
August 20 2012 13:42 GMT
#14
On August 20 2012 22:38 Zrana wrote:
I really like the look of this map, though maybe it's a little too easy to take and hold 4 bases quickly.

Maybe remove these rocks to open up the 4ths to attack a little more: -
[image loading]

What do you think?

I will try that later today, thanks for all the feedback guys
Eggs Dee
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
August 20 2012 16:50 GMT
#15
as a matter of fact, id like to see the 4th moves more to a taldarim styled, where its like right underneath the other base's natural. this will allow for an optional 3rd instead of the usual one to counter act spawn imbalances.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 20 2012 17:12 GMT
#16
I dislike forced cross 4p maps. If you are going to make it forced cross, why not just do a 2p map instead? I guess the middle plays out slightly differently depending on spawn locations but on this map I don't see it making very much of a difference.

That said, if you just move the 4th round towards the nat like FlashFTW suggests then this map might actually work with all spawns enabled. You might have to rejig the nat a bit so that the 3rds are equidistant and the minerals can't be sieged from the low ground.

18 bases is too many for a map imo. If you want to keep the bases in the middle I would suggest making all the other low ground bases 6m1g. The middle bases right now aren't really viable unless you are already way ahead (known as winner bases) If you imagine how hard Antiga's centre bases are to take, these are bordering on impossible. I would suggest either turning them round (so they face outwards rather than inwards) or moving them closer to the edges of the map (probably so they are out of range of the XNT.

Also right now there is a lot of space behind the mains and nats, I would suggest changing their shape a bit to better utilise the space (unless there is some specific reason they are like that?)

I like the aesthetics. Might be nicer if there was a bit more green in the grassy bits.

Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
August 21 2012 06:20 GMT
#17
Oxy you touched on the reason why I don't really see the point of 4 player maps in 1v1. There has yet to be one made in SC2 that is balanced for anything but forced-cross spawn (a few are --sort of-- balanced for certain non-cross spawns, but not quite), yet if you're going to force cross-spawns then it's just a 2 player map with (likely) less flavor.

That isn't a bash on this map though, it is super solid and seems like it would be a fun play. Aesthetics are good. Just me going on a slight tangent.
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
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