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[M] (2) ESV Scorcher - Page 2

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
July 06 2013 19:19 GMT
#21
hmm, I definitely think some of the mineral line/geyser placements are needlessly awkward, along with the BL/TR mains. But fairly interesting map overall.
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
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 06 2013 23:43 GMT
#22
On July 06 2013 20:41 moskonia wrote:
Personally I don't mind the map fitting into a square, but since you say this design is completely intentional, what is your reasoning behind the main bases? I think it is quite annoying for Terran since their production gets a bit weird and I see no things that make it better compared to normal roundish bases. (I am talking mostly about the bottom left and top right bases, while the other set of bases is only slightly weird)

The main reason is so you don't stay on 1 base. The natural in that position is larger than on most maps, so production will fit much better there instead. The flipside is that natural has a backdoor - this should force the players to always be active in one way or another.

On July 07 2013 00:28 Timetwister22 wrote:
New Sunstone

wut
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Timetwister22
Profile Joined March 2011
United States538 Posts
July 07 2013 03:15 GMT
#23
On July 07 2013 08:43 NewSunshine wrote:

Show nested quote +
On July 07 2013 00:28 Timetwister22 wrote:
New Sunstone

wut


Considering I wrote that on my phone, probably an auto correct accident.
Former ESV Mapmaker | @Timetwister22
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 07 2013 05:28 GMT
#24
The one thing I've been on the fence about, I'll probably change it, is the path connecting the bottom-right's main and natural. I feel it's too tight right now, especially considering the way the ramp is situated at the natural. I figure it should be either the choke or the ramp, and I prefer the ramp in that position.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 07 2013 06:32 GMT
#25
K, changes are made, map is now published as 1.2, all servers.

+ Show Spoiler [New main-nat choke] +
[image loading]


+ Show Spoiler [overview] +
[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 07 2013 14:11 GMT
#26
Excellent map. Excellent middle that immediately caught my eye. Very interesting movement restrictions and no towers make for complex army movement and scouting.

The spawns are different in very meaningful ways which is nice.

Obv 1/7 mains are quite awkward and on the 5/11 mains all that cliff airspace is a bit weird, altho considering you can prevent ground attacks into your main/nat in various ways it's probably an interesting feature.

On July 07 2013 02:43 EatThePath wrote:
2 in 1 is a huge gimmick nonetheless. It doesn't actually do anything other than for proleague or loser picks formats, and could just be a 2p map. One of them in a map pool is more than enough. Without thinking too hard about it, I like this, but I'm also getting tired of seeing these because they're kind of pointless / not hard to make.


I don't understand this at all. Why is 2in1 a huge gimmick? It's as much of a "gimmick" as 4p mirrored or 3p or whatever... meaning it's actually not a gimmick at all it's just a category of maps.
It can be big or small, rush friendly or turtly, gimmicky or standard. Hell it can even have only marginal differences between spawns (Antiga Shipyard cross only) and thus creating very little risk that you only like one of the spawns as a player.

Players/races can dislike one spawn more than the other just as much as they could on 3p and 4p (mirrored or rotational).

Considering that, I also don't understand why it's only good for proleague or why a map pool should have only one of them. Neither why they are "pointless" or considerably easier to make than other maps.
I think considering all the limitations you have with 2in1 it's definitely not the easiest type of maps to make, cause that would be 2p rotational which gives you more freedom than anything and thus I would call it "the easiest".

Feel free to enlighten me.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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