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[M] (2) Savanna - Page 2

Forum Index > SC2 Maps & Custom Games
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ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-08-31 05:05:28
August 31 2012 05:04 GMT
#21
Thanks for your feedback

On August 31 2012 07:31 Samro225am wrote:
From the new overview I have the impression you are playing Protoss? Very few open areas. Lots of chokes. It is mainly double ramps that structure the area when you move from base to base.

Also the last base is still much too close to the opponent. Leave it away completely or move it somewhere else. as a cliff hugging base closer to the fifth or maybe as a forward base next to the main or towards middle area. Widening the map to 116 (at least) will help you a lot! 120 would be even better.


I am playing Z

I'll make some changes to that 6th base, thanks for pointing it out.

On August 31 2012 08:40 DangerAl wrote:
My biggest concern with this map is that the main mineral looks to me a long long way away from the main ramp. As a terran player, I shudder to think about dealing with drone harass, blink stalkers, mutalisks and drops on this map. I guess it is in same ways balanced out by the fact that drops will be more effective for terran, but I would still like to see that distance shortened. It is one of the biggest I've seen, and I find maps are generally better when this distance is shorter (eg. I'm not a fan of the long walk on Shakura's).

The third doesn't look to bad to me, I don't understand why everyone is so worried. I think the ramps are especially not a problem. It is very unlikely that anyone will be defending at the ramps, so it really makes little difference whether the attacker can go up one or two of them (until the 4th is taken). One thing that could be good to implement is making a bit more of a choke at the third. I am thinking between the main ramp up it and the opposite cliff wall. Currently any sort of wall in at the third, or even a FF defence, looks quite difficult.

Also, I am not sure what the XNWT covers. Does it watch over all the high ground attack routes?

Also, I really like the look of the 4th and 5th bases. I'm not sure if the rocks are really necessary at the 4th though.


The main's mineral line as well as the third will get some love soon enough too.

The XNT does not cover the high ground paths, only up to the LoS and a tiny bit further (due to the LoS blockers at the ramp not following this circular pattern).
Mapmaker | Author of Atlas, Rao Mesa & Paralda
DontNerfInfestors
Profile Joined August 2012
Spain280 Posts
August 31 2012 06:10 GMT
#22
my problem with this map is that it will be another 4 gate map
Please dont nerf them.Infestors are fine.
Maybe a Duck
Profile Joined July 2012
Germany53 Posts
August 31 2012 08:06 GMT
#23
I like the changes very much so far. Only thing i dont understand is the reason for the rocks at the 4th.
Not yet
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 31 2012 16:07 GMT
#24
Updated OP
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Fatam
Profile Joined June 2012
1986 Posts
September 01 2012 00:58 GMT
#25
My biggest concern with this map is that the main mineral looks to me a long long way away from the main ramp


I'm assuming the main mineral line isn't the same as it used to be, because that mineral line isn't far away from the main ramp at all in the current version.

I like the subtle chasm outside the main and then the doodads to the N and S of the mains to prevent blink obs surface area from being too big. They have an entrance in the back but the surface area for it isn't obnoxiously huge like antiga.

I don't really understand the rocks @ the 4th either, but maybe there is a good reason
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
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-09-01 01:56:30
September 01 2012 01:55 GMT
#26
I really like how the high ground third allows for some very interesting early-mid game play, yet I feel this will not carry over well into the late game. Thus, I have a suggestion that might help this neat high ground play stay alive into the mid and late game.

+ Show Spoiler +
[image loading]


-By having a high ground overlook the fourth and fifth, defending the high ground location continues to be an important task throughout the game. This would also help alleviate some of the awkward kinks in the current fourth and fifth design. I did however forget to include rocks on the fourth, which if you'd like to keep would still be ok.

-I moved the Xel'naga tower(s) to make it easier to defend the natural and third early on, but if you think such a change would make the towers too powerful, the current setup is fine.

-I also suggested some changes to the third, as it felt fairly cramped.

Hope this helps!
Former ESV Mapmaker | @Timetwister22
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
September 04 2012 19:20 GMT
#27
[image loading]
Mapmaker | Author of Atlas, Rao Mesa & Paralda
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 04 2012 21:27 GMT
#28
Love it!
~ ~ <°)))><~ ~ ~
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 04 2012 21:39 GMT
#29
I really like the new overview, very interesting attack paths against a 3basing player while still being defensible. I do have some issues with the 5th being so close to your opponent's main. Perhaps removing some of of the high ground just behind it so that you can pull it away from the main?
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 04 2012 22:25 GMT
#30
I feel like the new fourth base is kind of easy after you take the third. It's certainly not harder to take the fourth than it is to take the third, and I feel like it should be to prevent dull games.

Also, can siege tanks on the high ground at the third cover the main ramp completely?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
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