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[M] (4) Crux Baskerville

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Ovalient
Profile Joined May 2011
Korea (South)64 Posts
March 11 2013 17:05 GMT
#1
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

(2) Crux Baskerville

Created by Ovalient
Published X

Playable 160 x 160

The designation of "Baskerville" is brought from BBC SHERLOCK

I'm never confident that I write correct grammer...
SC2 Melee Map Team : Team Crux
hoby2000
Profile Blog Joined April 2010
United States918 Posts
Last Edited: 2013-03-11 17:46:37
March 11 2013 17:19 GMT
#2
I'm going to be honest with you...I find enjoyment in people having trouble with English, haha. But your phrasing is correct.

If you want it to look natural, replace it with this:

The name "Baskerville" is from the BBC Sherlock series


Nice map though. I love the Main-nat-3rd layout, along with the choices of 4ths based on spawn position. The middle is open enough that I feel pretty comfrotable engaging in a lot of places as a zerg player.

EDIT: You korean map makers should get an english editor for your posts. Not that people mind your phrasing (like I said, it's pretty entertaining in a good way), but if you want it to be amazing, I'm sure a lot of people around here wouldn't mind helping you make up a perfect post in english before you post it. It's up to you guys though.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
algue
Profile Joined July 2011
France1436 Posts
March 11 2013 17:22 GMT
#3
I love the map ! The base layout is awesome ! I would love to play see it on the ladder or in tournament. I really think it's a great map for interesting game play !
rly ?
eTcetRa
Profile Joined November 2010
Australia822 Posts
March 11 2013 17:47 GMT
#4
Where have I seen that middle before :3
Retired Mapmaker™
Timetwister22
Profile Joined March 2011
United States538 Posts
March 11 2013 19:05 GMT
#5
This map just comes across as another standard rotational four player map, of which we already have tons of. Hell, not even the middle is interesting. I mean, it seems to be a solid map, but it's nothing great.
Former ESV Mapmaker | @Timetwister22
Fatam
Profile Joined June 2012
1986 Posts
March 11 2013 21:00 GMT
#6
zzzzzzzz
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
lorestarcraft
Profile Joined April 2011
United States1049 Posts
March 11 2013 21:31 GMT
#7
snooooore....... ERM- huh? Did someone post a new map? No? okay...
SC2 Mapmaker
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 11 2013 23:29 GMT
#8
Well done 4p map with a clean style. I'm liking what Crux has been putting out. This map, however, seems a little redundant with a lot of the maps we've seen recently. It'll play great, no doubt, but it would be been cooler to have a year ago! :D
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-03-12 00:15:32
March 12 2013 00:15 GMT
#9
I think that there will be some pretty big positional imbalances if this is all spawns. It also looks like tanks can seige the third/fourth from the main base.
SC2 Mapmaker
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
March 12 2013 00:16 GMT
#10
As much as this is a carbon copy of the same idea, let's be honest, when Crux does it people complain about yet another typical Crux map, when a foreign mapmaker would have made this people would love it.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
Last Edited: 2013-03-12 00:30:51
March 12 2013 00:29 GMT
#11
It's a pretty map, and I love the name, but that third is really easy to take. I wouldn't mind this so much if the actual map wasn't so small. That's a pretty short walk to the enemy base.
EDIT: To clarify, I think this map doesn't really know what it wants to be. It doesn't have any direction, nor does it promote innovation, plus the tileset is a commonly used one that is hard to distinguish.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 12 2013 01:14 GMT
#12
Haha I love the reference. :D

While this leans a little towards the "easy third" side of things, I really like it! The distances might be adjusted a little here and there but for now it looks just about right so the 3rd isn't too far forward but definitely feels a little out there, but fine for the anticlockwise player.

This reminds me of some of the more interesting 4p maps from long ago during motm with forward 3rd designs. Something that should definitely be revisited more often.
Comprehensive strategic intention: DNE
Unsane
Profile Joined September 2010
Canada170 Posts
March 12 2013 01:48 GMT
#13
I do not see mention in the OP that this map is not forced cross spawn. Do i have to be the one to start the damn movement to force cross spawns on all 4p maps? Im lost how this just isn't standard yet. They are all pretty much instantly better and more balanced once this change is applied to them (take antiga for instance, still terrible but much better).

Although nothing terribly new, this still appears to be a map where good games undoubtedly will take place on terrain well 'groomed'.
"What is the plural of y'all? All y'all." -Day9
bduddy
Profile Joined May 2012
United States1326 Posts
March 12 2013 01:49 GMT
#14
On March 12 2013 10:48 Unsane wrote:
I do not see mention in the OP that this map is not forced cross spawn. Do i have to be the one to start the damn movement to force cross spawns on all 4p maps? Im lost how this just isn't standard yet. They are all pretty much instantly better and more balanced once this change is applied to them (take antiga for instance, still terrible but much better).

Although nothing terribly new, this still appears to be a map where good games undoubtedly will take place on terrain well 'groomed'.
Can you please start that movement now so we can end it quickly? The last thing this game needs is even less map variety.
>Liquid'Nazgul: Of course you are completely right
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 12 2013 02:15 GMT
#15
On March 12 2013 10:48 Unsane wrote:
I do not see mention in the OP that this map is not forced cross spawn. Do i have to be the one to start the damn movement to force cross spawns on all 4p maps? Im lost how this just isn't standard yet. They are all pretty much instantly better and more balanced once this change is applied to them (take antiga for instance, still terrible but much better).

Although nothing terribly new, this still appears to be a map where good games undoubtedly will take place on terrain well 'groomed'.


Do you think balance is the only thing that a map needs? Why not just put two starting points back to back then?

Balance is just the foundation to a good map. Any map can be balanced through a series of adjustments, Blizzard just sucks at it. The community doesn't. A good map also includes a concept, innovation, uniqueness in my opinion. Forcing cross spawns makes a 4p map play like a badly designed 2 player map. If anything, 4p maps should be forced close and designed to play that way.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Unsane
Profile Joined September 2010
Canada170 Posts
March 12 2013 02:22 GMT
#16
On March 12 2013 11:15 monitor wrote:
Show nested quote +
On March 12 2013 10:48 Unsane wrote:
I do not see mention in the OP that this map is not forced cross spawn. Do i have to be the one to start the damn movement to force cross spawns on all 4p maps? Im lost how this just isn't standard yet. They are all pretty much instantly better and more balanced once this change is applied to them (take antiga for instance, still terrible but much better).

Although nothing terribly new, this still appears to be a map where good games undoubtedly will take place on terrain well 'groomed'.


Do you think balance is the only thing that a map needs? Why not just put two starting points back to back then?

Balance is just the foundation to a good map. Any map can be balanced through a series of adjustments, Blizzard just sucks at it. The community doesn't. A good map also includes a concept, innovation, uniqueness in my opinion. Forcing cross spawns makes a 4p map play like a badly designed 2 player map. If anything, 4p maps should be forced close and designed to play that way.


As i have posted in your duo map post about forced cross spawns i am going to favour that thread for any further discussion on this topic as there is another also weighing in his opinion. Unless Ovalient responds to me in particular in this thread...
"What is the plural of y'all? All y'all." -Day9
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 12 2013 02:27 GMT
#17
On March 12 2013 11:22 Unsane wrote:
Show nested quote +
On March 12 2013 11:15 monitor wrote:
On March 12 2013 10:48 Unsane wrote:
I do not see mention in the OP that this map is not forced cross spawn. Do i have to be the one to start the damn movement to force cross spawns on all 4p maps? Im lost how this just isn't standard yet. They are all pretty much instantly better and more balanced once this change is applied to them (take antiga for instance, still terrible but much better).

Although nothing terribly new, this still appears to be a map where good games undoubtedly will take place on terrain well 'groomed'.


Do you think balance is the only thing that a map needs? Why not just put two starting points back to back then?

Balance is just the foundation to a good map. Any map can be balanced through a series of adjustments, Blizzard just sucks at it. The community doesn't. A good map also includes a concept, innovation, uniqueness in my opinion. Forcing cross spawns makes a 4p map play like a badly designed 2 player map. If anything, 4p maps should be forced close and designed to play that way.


As i have posted in your duo map post about forced cross spawns i am going to favour that thread for any further discussion on this topic as there is another also weighing in his opinion. Unless Ovalient responds to me in particular in this thread...


Dude I just wrote out a response and you're basically asking me to write the same thing over again in another thread. I understand if you don't want to argue with me (because you know I'm right!) but it kinda ticks me off the the way you handled it.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Unsane
Profile Joined September 2010
Canada170 Posts
March 12 2013 02:55 GMT
#18
On March 12 2013 11:27 monitor wrote:
Show nested quote +
On March 12 2013 11:22 Unsane wrote:
On March 12 2013 11:15 monitor wrote:
On March 12 2013 10:48 Unsane wrote:
I do not see mention in the OP that this map is not forced cross spawn. Do i have to be the one to start the damn movement to force cross spawns on all 4p maps? Im lost how this just isn't standard yet. They are all pretty much instantly better and more balanced once this change is applied to them (take antiga for instance, still terrible but much better).

Although nothing terribly new, this still appears to be a map where good games undoubtedly will take place on terrain well 'groomed'.


Do you think balance is the only thing that a map needs? Why not just put two starting points back to back then?

Balance is just the foundation to a good map. Any map can be balanced through a series of adjustments, Blizzard just sucks at it. The community doesn't. A good map also includes a concept, innovation, uniqueness in my opinion. Forcing cross spawns makes a 4p map play like a badly designed 2 player map. If anything, 4p maps should be forced close and designed to play that way.


As i have posted in your duo map post about forced cross spawns i am going to favour that thread for any further discussion on this topic as there is another also weighing in his opinion. Unless Ovalient responds to me in particular in this thread...


Dude I just wrote out a response and you're basically asking me to write the same thing over again in another thread. I understand if you don't want to argue with me (because you know I'm right!) but it kinda ticks me off the the way you handled it.


A, copy and paste exists
B...lol im not sure if you read that thoroughly
"What is the plural of y'all? All y'all." -Day9
FlaShFTW
Profile Blog Joined February 2010
United States10165 Posts
March 12 2013 03:05 GMT
#19
very crowded third. suggest giving it a little more room to work with.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
March 12 2013 03:23 GMT
#20
I think it would be more interesting if you made the 4ths slightly closer, then changed the 3rds to 6m1hyg or 4m1g.. then you would have the option to take the riskier full base as your 3rd, or the safer partial base.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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