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[M] (2) Frozen Shore (Beta) for HotS - Page 2

Forum Index > SC2 Maps & Custom Games
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Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-03-06 17:54:11
March 06 2013 15:10 GMT
#21
do not open WoL and you are ok :D

no discussion on the changes? that makes me sad! you can also just write that the changes make this map even more awesome!?


i was shown this image and was asked about the issue of map control + Show Spoiler +
[image loading]


firstly you should not sit around idle anyway and you should not deathball all over the map imho. i really think maps need more than the usual one path scenario and we have options to cover more remote areas (creep, mines, dropsh.. (: fast medivac) in no game situation you would sit your main army on the central screen without knowing the position of your opposing army, because the opponent could already go up the blue-decal-ed ramp ar either side getting behind your position easily. spread. so i really want to emphasize scouting and splitting of forces when needed

also it is important to note that the rock tower base sits on a highground that is unpathable and creates an iontersting situation with the 6x6, although it does not make a gigantic difference:
any rock block here helps to keep third when you do not have map control / big visione, e.g. early midgame after you were pressured. i assume we can agree on this at least. that is both considering vertical as well as horizonttal spawns, because you basically enlarge the path for a swing from third to third or nat to third while your forces would be between nat and third. so in this case you would like to collapse the tower and have the area blocked.
in another scenario you would like to kill as many blcoking elements as possible, because you have more control or you are later in the game and you want to have a free passage along the highround from infront of third ccw to third cw
the last scenario would be you are ''dominant'' early and have forces out that can destroy the 6x6. the outcome then is that you - as the attacker - always have the option to swing around from third to third or along the highground, even if the defender destroys the rock tower.

sumarizing one can say that this double rock mechanic (TM) ( c ) Samro 2013 allows ta scenario that creates eirther a defenders or an attackers advantage. also you need to consider the gold mineral pathches that block every other grid point at the outside ramps to the equatorial thirds and helps to slow down incoming streams of bigger units just a bit
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 06 2013 19:50 GMT
#22
On March 06 2013 15:50 Fatam wrote:
As far as I can tell if you didn't change your region on your account (by logging into WOL, for instance) then the editor will work. If you did tho, you're SOL until release. *even closing the editor may screw you though, I'm not certain.

I did that, and now i restated the computer and nothing.... damn.... well i'll take that as a week long vacations from mapping so that isn't much trouble, i just hope none of you guys release a new map that may have the same theme as the ones im working on ~.~

The map looks good samro, can that pod in the center be dropped? there's not much feedback that comes to my mind atm, but i must say that it looks quite good, one thing i'm a tad worried in ZvP in cross positions, since the map is looking a bit chokey atm
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
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