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[M] (2) TPW Match Point Hots - Page 2

Forum Index > SC2 Maps & Custom Games
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 20 2013 20:30 GMT
#21
If you're going to start widening ramps, you should also make all ramps to the high ground 4s. Right now it's a brutal chokepoint in large army terms. I don't know how much you are about the legacy of the BW map, but the high ground in the original was a place for 200/200 engagements. On your map, you'd be hard pressed to do anything useful going up a 3ramp at 200/200.

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...
Comprehensive strategic intention: DNE
Meerel
Profile Joined March 2012
Germany713 Posts
March 20 2013 20:57 GMT
#22
On March 21 2013 05:28 Quakecomm wrote:
Nice map but where is it published?


EU
SDMF
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 20 2013 21:48 GMT
#23
I am curious how a siege would turn out if you manage to grab that towered high ground of your opponent. Simply attacking there sounds really tough though.
Will try the map later, thank you.
Antares777
Profile Joined June 2010
United States1971 Posts
March 21 2013 00:55 GMT
#24
Nice! The title set really looks like the BW version.

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
Profile Blog Joined November 2009
United Kingdom12047 Posts
Last Edited: 2013-03-21 01:56:39
March 21 2013 01:54 GMT
#25
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
FlaShFTW
Profile Blog Joined February 2010
United States10534 Posts
March 21 2013 03:16 GMT
#26
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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iKill
Profile Blog Joined May 2011
Denmark861 Posts
March 21 2013 09:45 GMT
#27
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.
thepuppyassassin: "My god... the deathball's grown wings!"
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 21 2013 10:52 GMT
#28
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).
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
r1flEx
Profile Joined October 2012
Belgium256 Posts
March 21 2013 14:00 GMT
#29
remove the xel nagas and it's a much better map
therockmanxx
Profile Joined July 2010
Peru1174 Posts
March 21 2013 15:19 GMT
#30
Need a reaply in this map !!
Tekken ProGamer
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