I would like to see more contrast between hallway / choke widths, instead of everything across the map being 8-10 squares wide.
[M] (2) Pompeii - Page 2
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Fatam
1986 Posts
I would like to see more contrast between hallway / choke widths, instead of everything across the map being 8-10 squares wide. | ||
Uvantak
Uruguay1381 Posts
Other thing sisko is that the map do has an overlord pod, just at the outside of the naturals, at one side of the rised supply depots, it's not big (actually is fucking tiny), but since it fairly away of the "normal" ones dunno if that one would get the job done. I see this map as more of a standard one only that is has all of those aditions to make weird all ins (the rocks with minerals, the gas [i think there's enough space to fit a town hall there]), it's a cool map, but i would add a small bit (3x3) of "buildable creep" below the ramp facing the opponent, that way zerg can place a building to block part of the ramp (buildable creep or detructible creep that receeds fast enough and has very low HP, so toss an terran can still build on top of it if necesary), so there shouldn't be a problem in ZvZ. These sand textures are a hell to use, they get sloppy with the slighest touch, but that natural texturing... damn that's soft, but sadly im not sure i can say the same of other areas of the map, it's just me the codecs and the quality of the picture or you can see the shape of a scuare brush at the shadow of the xel'naga towers?? (it can be seen more easely in the bottom one), and other shape this time of a circular brush at the 3 and 9 expansions at the side of a vespene geyser. It's a nice map, i like it, especialy the center of it, i really like the center, that narrowed path, i have been wanting to use it in one of my maps since i saw it in Loki ^^. | ||
Fatam
1986 Posts
it's just me the codecs and the quality of the picture or you can see the shape of a scuare brush at the shadow of the xel'naga towers? Nah that is actually where he textured part of the map then copy pasted, and didn't notice that it created a line in the texturing. You can notice the same line on the top half of the map too. Oops. I have done that before, but I usually notice it and fix it :-P Someone playing on KR will probably spot it and get him to fix it I would imagine, because it would be even more noticeable in-game. | ||
SiskosGoatee
Albania1482 Posts
On February 03 2013 07:44 Uvantak wrote: If Z takes the other fourth then T takes the third/fourth close there and puts pressure on the mineral line from the lowground with tanks.I'm not sure which zerg would dare to take that as a forth base sisko, it's obvious that it breaks the flow of the expantions, at least myself i would take the "other one" the corner base that's on top of the highground, that base even if it's closer to the enemy it's safer, because you control the low ground near it, plus the xel'naga. Other thing sisko is that the map do has an overlord pod, just at the outside of the naturals, at one side of the rised supply depots, it's not big (actually is fucking tiny), but since it fairly away of the "normal" ones dunno if that one would get the job done. I'm not talking about overlord pods to see if units leave, I'm talking about being able to check natural mineral line saturation with an overlord whih is essential for ZvZ.I see this map as more of a standard one only that is has all of those aditions to make weird all ins (the rocks with minerals, the gas [i think there's enough space to fit a town hall there]), it's a cool map, but i would add a small bit (3x3) of "buildable creep" below the ramp facing the opponent, that way zerg can place a building to block part of the ramp (buildable creep or detructible creep that receeds fast enough and has very low HP, so toss an terran can still build on top of it if necesary), so there shouldn't be a problem in ZvZ. The issue is that queens blocking the ramp do not guard the hatchery or the spines that guard the hatchery with transfuses. | ||
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