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[M] (2) Crux Frost - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 All
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
August 25 2013 23:50 GMT
#61
I agree, i think adding the watchtowers to frozen is far worse than what they did to Yeonsu, in yeonsu the flow of the map and army positioning stays the same with these rocks and the semi islands, but in frozen the army positioning changes drastically with these xel'naga watch towers, if these where destructible or timed xel'nagas then the map wouldn't get stagnated in the lategame, but they are not ~.~
@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.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 26 2013 07:58 GMT
#62
The most important thing is that the Christmas tree is saved. Hallelujah!
Administrator~ Spirit will set you free ~
myRZeth
Profile Joined June 2011
Germany1047 Posts
August 26 2013 14:53 GMT
#63
I hate that map so much
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
August 26 2013 14:59 GMT
#64
I have to say, despite the map being utterly generic, playing games on it does give me that old Typhoon Peaks vibe again back when the game was still about zealot runbies and warp prism harass, contrary to most modern maps there are indeed so many different avenues of attack to take to specific places.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
yakitate304
Profile Joined April 2009
United States655 Posts
August 26 2013 15:39 GMT
#65
On August 26 2013 08:48 Sumadin wrote:
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 thing is, a single unit was enough to cover each bridge BEFORE the Watchtowers were added, which still promotes map awareness without letting players be lazy about it and gaining extra vision.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
August 26 2013 16:42 GMT
#66
So now the LOS blockers with it provide positional advantage and more interesting terrain play. I just lost a PvT because a Terran used the blockers against me, had a raven so I couldn't get vision in the bush were all the ghosts were but I had to attack and got stomped, really cool play.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-09-21 09:42:35
September 21 2013 09:30 GMT
#67
+ Show Spoiler +
On September 21 2013 18:12 Semmo wrote:
No Totalbiscuit Post on Frost... Please post on my map too. Thanks.

Also, I mean obviously there are some map flaws to Yeonsu, which gives advantage to certain races. And I don't know if the map makes those map flaws in delibration or whatever. But the map is different from the rest of the map pool, which isn't so bad.
And it's too late to change it, since Blizzard really didn't test it or consult anyone.

My suggestions:

- Remove towers
- Add another pathway on the sides of map
- Fix main ramp
- Fix Main, make map bigger or something

I've voted for your map in the TLMC but I've always felt that something was missing something
Eventhough the map is really big, I see a ton of one sided games on this map and very few great macro games like we used to see on whirlwind or Taldarim altar. There's something wrong with this map imo (It's usually some 2 or 3 base aggression and a player gets his 4th base when the opponent is almost dead). I don't think that blizzard will make any major change to it but they should.
At the moment it's way too easy to attack the third base while denying/harrassing the 4th and taking a 5th base isn't even a possibility

Semmo, are you ok with the kind of games that are played or your map or did you expect it to be the new macro game map replacing whirlwind ? What changes would you make (if you think the map needs some changes) ?
rly ?
Semmo
Profile Joined June 2011
Korea (South)627 Posts
September 21 2013 09:40 GMT
#68
LOL I meant TotalBiscuit to comment on my map, it's ok you don't have to bump it xD

I guess most of the games you see only go to 3 Bases but in the Pro games that I have seen (RSL and GSL and stuff), game went to 4 Bases+. I think currently Watchtower is pretty bad, so next season the watchtowers will probably be removed. I asked Blizzard at least.

Also, my map isn't supposed to replace whirlwind. It is supposed to show very different play depending on spawns. My plan was:

Horizontal: Quite agressive, but you can still take 4th. It should play out like Newkirk, but with opportunities to create flanks or counter attacks through the bridge. Also you could actually both take the bases near the bridge, which can create tension.

Vertical: Focus is on two attack paths, which I see being used a lot (one thing I'm happy about). I didn't think 4th would be taken as much as horizontal or diagonal, as it is quite far away. (But still I don't think it's harder than, say, Antiga for example).

Diagonal: This spawn I guessed would have more macro.

So yeah. I didn't think it would create 4base + games on vertical, but on 3 bases it is still "macro", I think.
And hopefully as the map gets played a lot (200+ games) It will be what I expected.
Mapmaker of Frost, Fruitland and Bridgehead
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-09-21 09:47:21
September 21 2013 09:46 GMT
#69
I'm not TB but even without your message I would have bumped it (consider that if TB isn't whining on this thread, you did a good job !)
The way people play on this map eventhough it's huge has always bugged me.
rly ?
moskonia
Profile Joined January 2011
Israel1448 Posts
September 21 2013 14:51 GMT
#70
I find that people are really not adapting to maps, whenever I get a Zerg on horizontal position I win because they build the base that is close to me which allows me to siege it from above with my ranged units. Overall when I first saw the map I did not like it that much, but after so many games on it, its my favorite map on the pool.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
September 21 2013 17:28 GMT
#71
On September 21 2013 23:51 moskonia wrote:
I find that people are really not adapting to maps, whenever I get a Zerg on horizontal position I win because they build the base that is close to me which allows me to siege it from above with my ranged units. Overall when I first saw the map I did not like it that much, but after so many games on it, its my favorite map on the pool.

Yeah, I played a zerg that sixpooled here thinking it was cross only. Turns out we were cross positions! I still won but the way people play on this map is so dumb haha.
SC2 Mapmaker
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
September 21 2013 17:35 GMT
#72
On September 21 2013 23:51 moskonia wrote:
I find that people are really not adapting to maps, whenever I get a Zerg on horizontal position I win because they build the base that is close to me which allows me to siege it from above with my ranged units. Overall when I first saw the map I did not like it that much, but after so many games on it, its my favorite map on the pool.

Yeah, it is kind of funny how zergs keep on thinking it is cross only and go on with this close-to-horizontal-spawn base. And yes, it is sick map (zerg player here).
DeMoN pulls off a Miracle and Flies to the Moon
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 21 2013 17:48 GMT
#73
I continue to have great games on this map. The early game doesn't really vary between positions as much as I thought it might, but the 3rd base pressure phase of the game obviously varies a lot depending on positions. The lategame gets very interesting at 5+ bases where you have to guard two sides of the map. Counterthreats are very well rewarded in terms of positional jockeying.
Comprehensive strategic intention: DNE
TotalBiscuit
Profile Blog Joined March 2010
United Kingdom5437 Posts
September 26 2013 01:34 GMT
#74
On September 21 2013 18:46 algue wrote:
I'm not TB but even without your message I would have bumped it (consider that if TB isn't whining on this thread, you did a good job !)
The way people play on this map eventhough it's huge has always bugged me.


"Professional commentators are not allowed opinions on maps" - Random Teamliquid posters
CommentatorHost of SHOUTcraft Clan Wars- http://www.mlg.tv/shoutcraft
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 26 2013 01:52 GMT
#75
On September 26 2013 10:34 TotalBiscuit wrote:
Show nested quote +
On September 21 2013 18:46 algue wrote:
I'm not TB but even without your message I would have bumped it (consider that if TB isn't whining on this thread, you did a good job !)
The way people play on this map eventhough it's huge has always bugged me.


"Professional commentators are not allowed opinions on maps" - Random Teamliquid posters

Yep you nailed it!

+ Show Spoiler +
Any place where i can see/hear the exact reasons why you personally don't like this map TB?
(i could search them by myself but i haven't had lots of time lately)
@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.
TotalBiscuit
Profile Blog Joined March 2010
United Kingdom5437 Posts
September 26 2013 03:00 GMT
#76
On September 26 2013 10:52 Uvantak wrote:
Show nested quote +
On September 26 2013 10:34 TotalBiscuit wrote:
On September 21 2013 18:46 algue wrote:
I'm not TB but even without your message I would have bumped it (consider that if TB isn't whining on this thread, you did a good job !)
The way people play on this map eventhough it's huge has always bugged me.


"Professional commentators are not allowed opinions on maps" - Random Teamliquid posters

Yep you nailed it!

+ Show Spoiler +
Any place where i can see/hear the exact reasons why you personally don't like this map TB?
(i could search them by myself but i haven't had lots of time lately)


I actually like Frost, I dunno where he got that from. My players like it too. My concern was over Yeonsu, which resulted in people calling me terrible and disregarding my opinion, so I provided quotes from pro-players that backed it up.
CommentatorHost of SHOUTcraft Clan Wars- http://www.mlg.tv/shoutcraft
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 26 2013 03:05 GMT
#77
I've been having some really great ZvT's on this map. Most usually play to the late game and even had some go into the ultra late game. The towers are too powerful though, didn't like their addition
Retired Mapmaker™
Timetwister22
Profile Joined March 2011
United States538 Posts
September 26 2013 03:18 GMT
#78
On September 26 2013 12:05 eTcetRa wrote:
I've been having some really great ZvT's on this map. Most usually play to the late game and even had some go into the ultra late game. The towers are too powerful though, didn't like their addition


I actually really like them a lot because of their power. They encourage the use of the side paths, as well as more harass such as drops. Additionally, they make the middle something to fight for in long macro games, which isn't seen on hardly any other map.
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 26 2013 03:34 GMT
#79
On September 26 2013 12:18 Timetwister22 wrote:
Show nested quote +
On September 26 2013 12:05 eTcetRa wrote:
I've been having some really great ZvT's on this map. Most usually play to the late game and even had some go into the ultra late game. The towers are too powerful though, didn't like their addition


I actually really like them a lot because of their power. They encourage the use of the side paths, as well as more harass such as drops. Additionally, they make the middle something to fight for in long macro games, which isn't seen on hardly any other map.

I can definitely see both sides of this viewpoint. While I don't really like them in concept, overall I think I they are a good thing for the map. Crucially, it is hard to just camp out in the middle on the towers, because you'll get harassed or beaten back, so it's an active late game asset and not something for the player with the lead to lean on.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-09-26 05:08:20
September 26 2013 05:08 GMT
#80
YES! THANK YOU TOTALBISCUIT!! :D MY MAP IS FAMOUSSS

P.S. HUGE FAN BTW.
Mapmaker of Frost, Fruitland and Bridgehead
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