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[M] (2) Crux Frost - Page 3

Forum Index > SC2 Maps & Custom Games
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iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
July 29 2013 17:54 GMT
#41
Congrats on getting your map on to the ladder next season!

Hopefully Crux Breeze will also make it on.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 29 2013 19:45 GMT
#42
how are the spawns enabled on this map?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Cheeseling
Profile Joined March 2012
Ukraine132 Posts
July 30 2013 04:48 GMT
#43
It's never going to have close spawn enabled or it's just silly.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 30 2013 04:51 GMT
#44
On July 30 2013 13:48 Cheeseling wrote:
It's never going to have close spawn enabled or it's just silly.

I don't understand, the map has no real close spawns, its design makes the rush distances similar in all 3 spawn positions. The main difference is how to defend your third base, and in either case that's reasonable too, so again, I don't understand.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Cheeseling
Profile Joined March 2012
Ukraine132 Posts
Last Edited: 2013-07-30 06:10:45
July 30 2013 06:03 GMT
#45
On July 30 2013 13:51 NewSunshine wrote:
Show nested quote +
On July 30 2013 13:48 Cheeseling wrote:
It's never going to have close spawn enabled or it's just silly.

I don't understand, the map has no real close spawns, its design makes the rush distances similar in all 3 spawn positions. The main difference is how to defend your third base, and in either case that's reasonable too, so again, I don't understand.

For example in TvZ mech top close positions terran has super secure 3-d from it he can safely(through tunnel) move to zerg's 3-d and siege it from highground in no-time. And it has insanely long (due to this lava canyon thingy) counterattack path in comparison to 3d-3d tunnel so terran always will be able to return home in time and defend 3-d.
And if zerg takes another 3-d you can safely isolate it from his reinforcements and it might be even worse because you can(don't know how huge this location is) lock him in his base and only option will be attacking your 3-d t that can be defended with statics or even highground pf-tanks.
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 30 2013 07:21 GMT
#46
There still isn't really a close position and you'll always be able to take a reasonable third.
Retired Mapmaker™
Littlesheep
Profile Joined August 2012
Canada217 Posts
July 30 2013 07:34 GMT
#47
So wait, on ladder is it cross or 4 spawns?
pro toez
Samro225am
Profile Joined August 2010
Germany982 Posts
July 30 2013 08:21 GMT
#48
On July 30 2013 16:34 Littlesheep wrote:
So wait, on ladder is it cross or 4 spawns?



all spawn.
by design all rush distances are fairly similar, so there is no actual close distance!
Cheeseling
Profile Joined March 2012
Ukraine132 Posts
July 30 2013 08:31 GMT
#49
On July 30 2013 17:21 Samro225am wrote:
Show nested quote +
On July 30 2013 16:34 Littlesheep wrote:
So wait, on ladder is it cross or 4 spawns?



all spawn.
by design all rush distances are fairly similar, so there is no actual close distance!

Not only rush distance matters. This map with random spawns even worse than Star Station was before they disabled close spawns

Anyway we will see pretty soon.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-07-30 11:06:57
July 30 2013 11:04 GMT
#50
There's really nothing wrong with random spawns. People just need to stop going CC/Nexus/Hatch first and expect to get away with it without scouting.

Just wall off and bam, no early pools are a problem.

For example in TvZ mech top close positions terran has super secure 3-d from it he can safely(through tunnel) move to zerg's 3-d and siege it from highground in no-time. And it has insanely long (due to this lava canyon thingy) counterattack path in comparison to 3d-3d tunnel so terran always will be able to return home in time and defend 3-d.
And if zerg takes another 3-d you can safely isolate it from his reinforcements and it might be even worse because you can(don't know how huge this location is) lock him in his base and only option will be attacking your 3-d t that can be defended with statics or even highground pf-tanks.


Don't take the close to terran third then? If you go take a further away base like the one above your main cluster then it's even further from the terran or even better you could take another main, good luck to the mech player pushing that without getting punished.

I really wish map design up until now wasn't so bad that it's put stupid ideas into peoples heads, especially when mech is so bad In SC2 compared to BW it really makes little to no sense as to why you wouldn't just take another main.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Cheeseling
Profile Joined March 2012
Ukraine132 Posts
Last Edited: 2013-07-30 14:42:10
July 30 2013 14:21 GMT
#51
On July 30 2013 20:04 Qikz wrote:Don't take the close to terran third then? If you go take a further away base like the one above your main cluster then it's even further from the terran or even better you could take another main, good luck to the mech player pushing that without getting punished.

If i pick my 3-d in those locations it will be really hard to deal with hellbat drops or 2-3 Banshe opening. Also i need to know if it pure mech deathball or marine-tank, bio-mine before teking 3-d. I somewhat agree about super greedy openings but they are punished with each new metagame shift like early pool against toss works in 80-90% of games. But this map also doesn't alow zerg to punish super greedy 2 cc opening because he can collapse those rocks and safely sit on 3 super safe bases and steamroll you. Zerg won't have enough time to prepare for the attack. And you can't play this map not greedy against greedy opponent.

Same with PvZ its like Red city but safer for P. He can expand towards you and park his deathball near your 3-d on hightground with chokes all around. Another 3-d can be easily isolated with ff and it's pretty vulnerable to air.
I guess it's mutalisk map!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 30 2013 21:45 GMT
#52
On July 30 2013 23:21 Cheeseling wrote:
Show nested quote +
On July 30 2013 20:04 Qikz wrote:Don't take the close to terran third then? If you go take a further away base like the one above your main cluster then it's even further from the terran or even better you could take another main, good luck to the mech player pushing that without getting punished.

If i pick my 3-d in those locations it will be really hard to deal with hellbat drops or 2-3 Banshe opening. Also i need to know if it pure mech deathball or marine-tank, bio-mine before teking 3-d. I somewhat agree about super greedy openings but they are punished with each new metagame shift like early pool against toss works in 80-90% of games. But this map also doesn't alow zerg to punish super greedy 2 cc opening because he can collapse those rocks and safely sit on 3 super safe bases and steamroll you. Zerg won't have enough time to prepare for the attack. And you can't play this map not greedy against greedy opponent.

Same with PvZ its like Red city but safer for P. He can expand towards you and park his deathball near your 3-d on hightground with chokes all around. Another 3-d can be easily isolated with ff and it's pretty vulnerable to air.
I guess it's mutalisk map!

(bold) Are you talking about outside the natural on the ramp? Those are just normal rocks, making that entrance wider when destroyed, not closing it.

I think you're really overstating the problems without thinking long enough. Although this map is a bit different than others before. But that is why it's a good thing we will be playing on it.
Comprehensive strategic intention: DNE
Cheeseling
Profile Joined March 2012
Ukraine132 Posts
Last Edited: 2013-07-31 02:24:30
July 31 2013 02:21 GMT
#53
Wooot? Why i thought they are collapsible. im retarded O_o
Now i can see how this map can be played.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
July 31 2013 02:29 GMT
#54
Congratulations Semmo!

I'm still not a fan of this map but another community map in the ladder is amazing! Will be interesting to see how this map plays out once thousands of people start playing on it. Part of me thinks it might have to go Cross Only, but hopefully it can stay with all spawns viable.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
July 31 2013 07:32 GMT
#55
Just tried this map a while ago. It's awesome, It's gonna produce good games imo, esp. that high ground behind the 3rd's mineral line. Keep it upp
AKMU / IU
Cartman_
Profile Joined July 2012
119 Posts
July 31 2013 13:19 GMT
#56
Everytime I check this map, Everytime my mind go crazy. Think there'll be some epic Battle on this one ! Well done !
| SK Telecom T1 | --- | Bisu & BoxeR Forever, FanTaSy, INnoVation, Dark, soO, Dream <3 |
larse
Profile Blog Joined March 2012
1611 Posts
August 25 2013 18:51 GMT
#57
It looks like Blizzard changes the texture of the main:

[image loading]
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 25 2013 19:04 GMT
#58
They basically changed the textures to Typhon + snow, and the mains are textured the same as on Yeonsu. They also re-added the watchtowers, and probably would have put them there, even if they were never there to begin with. Not cool, given they probably didn't discuss this with Semmo at all.

My patience with Blizzard is wearing thin at this point.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
yakitate304
Profile Joined April 2009
United States655 Posts
August 25 2013 23:19 GMT
#59
I wouldn't mind the watchtower addition if they had some purpose, but on this map it's just stupid. Still a great map, but it was far better without the watchtowers.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
Sumadin
Profile Joined August 2011
Denmark588 Posts
August 25 2013 23:48 GMT
#60
They seem to have purpose enough to me. A single unit is enough to cover each bridge. But their is still options to go around on the outer bridges which is always nice.

You can agree with them or not, but i would not really say they are purposeless. It seems fairly obvious.
The basic key to beating a priest is playing a deck that is terrible.
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