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Hello ! I'm ATTx
playable : 128x144
Forum Index > SC2 Maps & Custom Games |
ATTx
Korea (South)178 Posts
![]() ![]() ![]() Hello ! I'm ATTx playable : 128x144 | ||
SiskosGoatee
Albania1482 Posts
Obligatory mentioning of bad natural for ZvZ by the way. | ||
NewSunshine
United States5938 Posts
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Quakecomm
United States344 Posts
It better be pretty high yield if your going to need that many workers mining it. | ||
Unsane
Canada170 Posts
I really like the rest of it looks-wise, just don't know much about the geyser. Ill assume the lack of information on that geyser is an oversight? | ||
SiskosGoatee
Albania1482 Posts
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bduddy
United States1326 Posts
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Fatam
1986 Posts
Map is actually not weird in layout at all (it even has the super boring + token 2 towers near each other in the middle with narrow path inbetween), it just has gold minerals under the rocks at the nat and that geyser. I'm not sure I agree with the implementation, but I think anything that can mess with people's memorized timings and make them have to think on their feet more is good. | ||
lost_artz
United States366 Posts
On February 02 2013 14:56 bduddy wrote: Are those gold minerals inside the rocks? Wow, this map is... interesting. And what are those burning things in the second pic? I assume that they're in play somehow, given that there are LoS blockers surrounding them... It almost looks like there is a geyser hidden in there but it's hard to tell. | ||
Timetwister22
United States538 Posts
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Ragoo
Germany2773 Posts
![]() Super interesting map and cool idea for the aesthetics. | ||
Unsane
Canada170 Posts
On February 02 2013 14:56 bduddy wrote: Are those gold minerals inside the rocks? Wow, this map is... interesting. And what are those burning things in the second pic? I assume that they're in play somehow, given that there are LoS blockers surrounding them... i did not see those gold mineral patches, wow... neat idea | ||
Randomaccount#77123
United States5003 Posts
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BretZ
United States1510 Posts
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lorestarcraft
United States1049 Posts
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SiskosGoatee
Albania1482 Posts
Apart from that, 10 bases is on the edge, but in this case your fifth is basically an enclave in enemy territory. Not sure if intentional but it's on a high ground and allows T and P to set a massive amount of pressure on Z's fourth while Z cannot easily take their own fifth because the fourth of T allows for a similar amount of pressure on Z's fifth. I would as T probably expand vertically and take the enclave as a fourth which practically limits Z to four bases as well and establishes a very threatening forward position. Not that this makes it a super bad map but 'best map of WoL' is an overstatement for a map which makes ZvZ essentially a coinflip without scouting almost. | ||
Exigaet
Canada355 Posts
On February 03 2013 05:07 SiskosGoatee wrote: Not sure if intentional but it's on a high ground and allows T and P to set a massive amount of pressure on Z's fourth while Z cannot easily take their own fifth because the fourth of T allows for a similar amount of pressure on Z's fifth. How is this any different than taking a 5th on Ohana against Terran or Protoss? | ||
SiskosGoatee
Albania1482 Posts
On February 03 2013 05:24 Exigaet wrote: Show nested quote + On February 03 2013 05:07 SiskosGoatee wrote: Not sure if intentional but it's on a high ground and allows T and P to set a massive amount of pressure on Z's fourth while Z cannot easily take their own fifth because the fourth of T allows for a similar amount of pressure on Z's fifth. How is this any different than taking a 5th on Ohana against Terran or Protoss? Your fifth on Ohana is tucked away nicely and away from T's fourth. On this map they can put tanks on the high ground of their own fifth (or fourth even) which puts a lot of pressure on Z's fourth ![]() | ||
monitor
United States2408 Posts
Corner expo is cool but.. basically functions like a standard corner expo like CK. The middle split paths are strange and I can't imagine how they're going to play. Towers definitely do not help anything imo. So I guess... this is cool, but it seems like a lot of random ideas thrown together that aren't going to produce gameplay much different than many maps we've got already. But I do like it more than the other circle syndrome maps we've had (BelShir Beach, Dual Sight, Odd Eye)! | ||
SiskosGoatee
Albania1482 Posts
I don't like the overall layout more than Dual Site though, which even though was imbalanced in PvZ generated some of the best TvZ games ever. Random quirks do make up for it. | ||
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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