I like the narrowness of the top ramp to the 4th for emphasizing the high ground. I think there are better ways to alleviate the problem than widening it, which will just turn the map into another wack-a-mole army movement situation that is so familiar in other maps, or even force more reserved turtling. For example, you could make it unforcefieldable, unbuildable, etc...
[M] (2) TPW Match Point Hots - Page 2
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EatThePath
United States3943 Posts
I like the narrowness of the top ramp to the 4th for emphasizing the high ground. I think there are better ways to alleviate the problem than widening it, which will just turn the map into another wack-a-mole army movement situation that is so familiar in other maps, or even force more reserved turtling. For example, you could make it unforcefieldable, unbuildable, etc... | ||
Meerel
Germany713 Posts
On March 21 2013 05:28 Quakecomm wrote: Nice map but where is it published? EU | ||
FeyFey
Germany10114 Posts
Will try the map later, thank you. | ||
Antares777
United States1971 Posts
The mineral wall looks a bit different but I'm sure it functions the same way. I hope all of the small chokes everywhere don't cause too much trouble as far as balance goes. ![]() | ||
Qikz
United Kingdom12022 Posts
On March 21 2013 04:12 Terranlover wrote: how about making the 1size ramp to the fourth 3 and removing the towers completly? Keep the one size ramp to the fourth, it's fine and adds some defenders advantage meaning a small force can stay back and defend the ramp (especially with like Blinding Cloud as zerg). Having defenders advantage is a good thing and it promotes people to split up their army as going up with every single unit (like on a 3 ramps do as you're not guarenteed to do super damage. It promotes a lot more positional play and less a-move up every ramp you see as there's no way you'll hold it. There's plenty of other ways to attack and other places to attack, having one expansion with good advantage to the defender isn't bad, especially when the natural can be sieged and the third isn't exactly super easy to defend. Remove the towers though. | ||
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FlaShFTW
United States10099 Posts
ramps still need widening. they were the pinnacle of where big push engagements were held. now, even trying to go up one with a big push = aoe just rips through that cluster fuck. | ||
iKill
Denmark861 Posts
On March 20 2013 13:15 Ooshmagoosh wrote: Why is a mineral-only not an option for SC2? all races are gas heavy in the midgame and lategame, so no one is going to take them. | ||
Ragoo
Germany2773 Posts
On March 21 2013 12:16 FlaShFTW wrote: remove towers on BW based maps. theres a reason the bw maps were successful without towers, you should keep it that way. ramps still need widening. they were the pinnacle of where big push engagements were held. now, even trying to go up one with a big push = aoe just rips through that cluster fuck. You seem to ignore the fact that this highground works completely differently in SC2 cos of the lack of highground advantages. I think Mereel was just trying to give the army on the highground an advantage with the tower and rather small ramps. Cos with huge ramps and no tower there is really no advantage whatsoever being on it, it's actually rly shit if it's too open (altho it's still in the perfect position to defend 4 bases). On the other hand small ramps obviously also make it harder to attack down the highground, and that's actually the really idiotic thing about chokes as the only terrain advantage, they work both ways instead of giving only one side the advantage... So imo the ramps should be wider, the tower should be kept and imo it would be good if that path down from the highground that makes a clockwise turn towards the centre (the one leading to the lowest lowground) is thin enough so that it would be kinda awkward to move up there with an army on the highground. Besides that and the tower there's nothing good to emulate advantage for that highground I guess... (fuck no highground advantage). | ||
r1flEx
Belgium256 Posts
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therockmanxx
Peru1174 Posts
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