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[M] (2) Habitation Station - Page 5

Forum Index > SC2 Maps & Custom Games
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Timetwister22
Profile Joined March 2011
United States538 Posts
December 06 2013 00:56 GMT
#81
Gratz on ladder! Really looking forward to playing this map come next season.
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 06 2013 03:52 GMT
#82
On December 06 2013 09:56 Timetwister22 wrote:
Gratz on ladder! Really looking forward to playing this map come next season.

This. All my practice games on version 2 will pay off! ...
Comprehensive strategic intention: DNE
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
January 15 2014 16:13 GMT
#83
What if zerg takes gold as his third? What I should do? PvZ
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 15 2014 20:46 GMT
#84
On January 16 2014 01:13 TheBloodyDwarf wrote:
What if zerg takes gold as his third? What I should do? PvZ

That base is quite vulnerable to colossus attacks. You can also forcefield out the zerg army easily if you get up into the base location after a distraction like a warp prism in the main. Then you can recall out. You could also just take your own gold as your 3rd.
Comprehensive strategic intention: DNE
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 11 2014 17:44 GMT
#85
there's a small issue I've been walking into for a while, could this section of the main be dented out? it currently constricts building planning/unit movement with terran mech
[image loading]
"Not you."
TheFlexN
Profile Joined March 2012
Israel472 Posts
Last Edited: 2014-02-11 18:25:54
February 11 2014 18:23 GMT
#86
me being derp, ignore!
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 15 2014 12:29 GMT
#87
Random question, but was the name in any way influenced by this?
vibeo gane,
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 15 2014 14:27 GMT
#88
On February 12 2014 02:44 19Meavis93 wrote:
there's a small issue I've been walking into for a while, could this section of the main be dented out? it currently constricts building planning/unit movement with terran mech
[image loading]


I know what you mean because playing terran it can get kind of annoying to have buildings down towards the main ramp because of that little area. Although the rest of the main has a ton of room so I think it would be okay. To be honest, I could easily change that up in 1 second and have it republished, unfortunately Blizzard can't, so not much I can do about that haha.

On February 15 2014 21:29 -NegativeZero- wrote:
Random question, but was the name in any way influenced by this?


Actually it's WIP name was Habitat Zone. When I finished the map and was thinking of a final name I didn't like Habitat Zone. Figured change it to Station because I liked the sound of it and to keep it kind of similiar to Star Station. I still didn't like Habitat Station so I kept thinking of words that would go well with Station. Eventually I was like huh...Habitation...rhymes with Station...sounds cool...yeaaaaa!
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.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
February 15 2014 14:52 GMT
#89
Did you guys know that Habitation has 28 n2n rush time?
I'm still not sure if the map can create late-games and whether all-ins are too favored but if 28 seconds works that's good news for 4p 12base maps.
Mapmaker of Frost, Fruitland and Bridgehead
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 15 2014 15:49 GMT
#90
Yeah, at most we usually see 4 base vs 4 base, which is still pretty good. Sometimes it can get a whole map mined out but that's usually when it comes down to either Mech vs X or Swarm Host vs X and they just be defensive the whole time. Since there are a lot of chokes on the map it can be quite easy to defend which is probably why those styles allow it to go extremely end game.
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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 17 2014 18:53 GMT
#91
Part of it is the gold bases and XNT pulling people up away from the other "lategame" expansion pattern in the south, so that you get seemingly more distance out of the short horizontal. Small ramp also helps with the shorter nat2nat.
Comprehensive strategic intention: DNE
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