[M] (4) Abaddon Blaze - Page 2
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purakushi
United States3300 Posts
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iamcaustic
Canada1509 Posts
On December 15 2012 13:01 purakushi wrote: Good changes. I am also for removing watchtowers, especially those that provide vision of basically everything. I don't think removing watchtowers from all maps is reasonable, but ya, some maps just don't seem to need them. Abaddon Blaze is one of those maps IMO. | ||
iamcaustic
Canada1509 Posts
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Vindicare605
United States16004 Posts
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EatThePath
United States3943 Posts
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SiskosGoatee
Albania1482 Posts
I feel towers are best used in combination with los blockers or high ground to create an interesting strategic position. | ||
iamcaustic
Canada1509 Posts
On February 12 2013 03:04 Vindicare605 wrote: I really like this map from what I've seen of it so far, however I do hold the opinion that close ground spawns could probably be eliminated. You can never go wrong with forcing cross spawn, as cross is always bound to work out (unless a map is REALLY messed up). That said, one of the key interests with this map is the presence of adjacent spawning locations. In Wings of Liberty, we've nearly eliminated the concept for anything outside of huge, 160x160ish maps, which I think is a real shame. While some maps, like Antiga Shipyard, had to be forced into cross-only due to abusive terrain features and consequential rush distances (you only had to travel half the width/height of the map to start elevating into an opponent's main), the only time that's an issue here is when someone accidentally expands toward their opponent. We did see that for one unfortunate game during the recent iMpulse $100 tournament, but that player quickly corrected themselves after getting punished for it (though it was too late for them to salvage a victory in the end). | ||
SiskosGoatee
Albania1482 Posts
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