[M] (2) DF Atlas - Page 2
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Adebisi
Canada1637 Posts
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ScorpSCII
Denmark499 Posts
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Gfire
United States1699 Posts
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EatThePath
United States3943 Posts
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Fatam
1986 Posts
On February 12 2013 15:59 Gfire wrote: I think some of the geysers are in a bad spot and require four workers to saturate... I hope that can be adjusted before anything major. nice catch, I agree some look like they are too diagonal. Anyway, Grats scorp on the addition ! | ||
SigmaFiE
United States333 Posts
On February 12 2013 17:35 Fatam wrote: nice catch, I agree some look like they are too diagonal. Thanks for the spot guys. We will make sure if there is any error here that needs to be corrected that it is done so. Scorp is on the case! | ||
Master of DalK
Canada1797 Posts
New maps ftw! :D | ||
Zennith
United States795 Posts
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SiskosGoatee
Albania1482 Posts
Truth be told I don't feel non cross rotational symmetry works unless you do it on one of those huge maps or you do it so that you have to go through the centre to go in any direction. | ||
TheFish7
United States2824 Posts
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EatThePath
United States3943 Posts
On February 13 2013 08:47 Zennith wrote: This map is incredibly rough for zerg, I've found, especially when not cross map. Protoss can attack when it's not cross positions in literally like, ten seconds. Well, it's not literally 10 seconds, so what do you mean? The distance is reasonable. Certainly shorter than some of the huuuuuge maps we have now, but not too short as to be unplayable. | ||
SiskosGoatee
Albania1482 Posts
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monitor
United States2402 Posts
Unfortunately, I think the map is broken in close positions once the rocks break. Too easy to expand aggressively, making the distances too short. I think the pathway with rocks just shouldn't exist. | ||
EatThePath
United States3943 Posts
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SiskosGoatee
Albania1482 Posts
I feel the only way to salvage this map is flat out remove the rocks or make them very low hp and make it cross only. | ||
Zennith
United States795 Posts
On February 13 2013 11:41 SiskosGoatee wrote: The thing with removing the rocks and putting a wall or a crevasse in its place is that it becomes a 'STuff must go through the centre' map, making centre control very strong and limiting counter attacks. I mean, imagine the rocks to be walls, then put an army locking of those two chokes in front of the other third and you stop someone from ever leaving their base. In fact, it then becomes impossible to reach any other main from any main by ground without stepping through the one single tower's vision to illustrate the severity of the problem. I feel the only way to salvage this map is flat out remove the rocks or make them very low hp and make it cross only. This would work, I think. | ||
RFDaemoniac
United States544 Posts
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IronManSC
United States2119 Posts
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SiskosGoatee
Albania1482 Posts
Also, surely it is imbalanced in PvT since timetwister beat me here after I lost 2 full medivacs doing nothing, can't have my record blemished can we. | ||
OxyGenesis
United Kingdom281 Posts
I think close positions on this map work really well, the rocks are only there to delay pushes, by which point the terrain provides numerous flanking opportunities and counterattack paths. Anyway, time will tell I guess, congrats on getting it in GSTL and Assembly Scorp :D | ||
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