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[M] (2) DF Gleaming Gold - Page 2

Forum Index > SC2 Maps & Custom Games
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Sumadin
Profile Joined August 2011
Denmark588 Posts
February 03 2013 00:50 GMT
#21
On February 03 2013 03:43 NewSunshine wrote:
They have reduced resources right now because of their forward position, and proximity to a Tower which accentuates it. It's not vital that they have reduced resources, but I figure it keeps the theme of positional play more consistent.


I am not really convinced. The position is central but not really forward. The third is slightly futher ahead from where i look.

It is true that holding the watchtower will be essential to taking that base, but knowing an attack is coming there will only be half the battle if you intend to hold it.

If you still think it is a problem then you could remove the rock at the 9,3 a clock bases. It won't affect the vulnerbility of the thirds much but what it will do is to open up another attack path to the high ground area where the towers lies. And if that area is lost for the defender, then chances are hight that the base may follow.
The basic key to beating a priest is playing a deck that is terrible.
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 03 2013 09:42 GMT
#22
Having surveyed the feedback so far, it's pretty varied, so the only one I could really go through with is changing the three-quarter base to a full one. A lot of the other suggestions appear to be matters of personal preference. The XNT's for example - they have a really cool interaction with the map where they are, but I can also see how having no towers would be cool. That's one I'm going to continue to think about.

Image(if you forgot what a normal base looks like for some reason and need proof that they still exist, idk):
+ Show Spoiler +
[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 13 2013 08:19 GMT
#23
A'ight peoples, in between works on other projects I've decided to put out a small update(basically see above post):
[image loading]

As for the name...

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


I went for the second most abundant color in the above images. Yeah, artistic weirdness, or whatever you wanna call it. Although, at one point previously and now, I'm considering something like this, which I guess fits better:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2013-02-13 21:06:19
February 13 2013 21:02 GMT
#24
Map looks fantastic.

I like the dynamic expanding pattern, both doesn't it make for some awkawrd situation late game where both players bases are too close to one another? I.E circle syndrome .. especially on a small map like this with short rush distance with all rocks taken down. The horizontal 4th base is really neat. I loled at the situations I saw in my head when I first saw the close-up image. If you can do damage to you'r opponents rock tower beforehand it becomes a trap ... I see funny situations where tanks or immortals are dropped inse and shuts the door first
http://mentalbalans.se/aggedesign
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 13 2013 21:04 GMT
#25
circle syndrome is more awesome than split maps anyway.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
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