Oh dear god this thing is damn pretty, and the flow is really really good, the rocks are incredibly dynamic i just love that, my only concern would be the FPS but that would ruin the map aesthetics since you would have to remove a bunch of water and plants.
[M] (2) CruX Pantanal - Page 2
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Uvantak
Uruguay1381 Posts
Oh dear god this thing is damn pretty, and the flow is really really good, the rocks are incredibly dynamic i just love that, my only concern would be the FPS but that would ruin the map aesthetics since you would have to remove a bunch of water and plants. | ||
lorestarcraft
United States1049 Posts
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Antares777
United States1971 Posts
As far as gameplay goes, I don't really see anything special about the map. It's just another macro map. The coolest feature, in my opinion, are the destructible rocks blocking that ramp to the natural/third. It's an interesting touch and adds a good amount of risk vs. reward, but even then there's very little that stands out (other than the aesthetics). There may be some balance problems. Like lorestarcraft said, air play is going to be powerful for two main reasons: 1. The distances between the mains are long. This means it's going to be more difficult to put on early pressure while your opponent can tech to air. It also makes the map more of a macro one, which favors higher tech and later game strategies. 2. The air distances between the expansions are very small. The only expansion that is further away is the potential fourth on the high ground close to the middle. Air armies can defend these bases easier than ground armies because of the shorter distances and on offense can switch to a different base when the defending player's army arrives. You could shrink the map, but that's a pain in the ass. And it still won't bring any new/interesting features. After people start playing games on it, everyone will get a better understanding of its balance. ![]() | ||
TXRaunchy
United States131 Posts
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IronManSC
United States2119 Posts
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-NegativeZero-
United States2141 Posts
On September 03 2013 23:35 TXRaunchy wrote: i wanna play this map in the ladder! fortunately for you, soon you will! | ||
Timetwister22
United States538 Posts
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JessicaSc2
Poland123 Posts
![]() It's boring as fuck. | ||
EthanS
United States206 Posts
On March 27 2014 15:37 JessicaSc2 wrote: It's pretty and all but why the hell every map has to follow smiliar expansion pattern? Like I was seeing yeonsu. + Show Spoiler + ![]() It's boring as fuck. Didn't understand the graphic. By "expansion pattern" to you mean the order that players expand, or the layout/orientation of the individual expansions? You're an accomplished mapmaker here, so I'm curious what you consider a dissimilar expansion pattern would look like that wouldn't be unbalanced given match-up considerations. Examples? | ||
JessicaSc2
Poland123 Posts
Didn't understand the graphic. By "expansion pattern" to you mean the order that players expand, or the layout/orientation of the individual expansions? I mean both. It's very similar to Ohana, Bel'shir or Yeontsu etc. Yawn. You're an accomplished mapmaker here, so I'm curious what you consider a dissimilar expansion pattern would look like that wouldn't be unbalanced given match-up considerations. Examples? Polar Night is a good example. The King Sejong Station - new ladder map has a creative expansion layout. I was also trying to capture this feature with my latest map "Arctic" where there are literally FOUR legit 3rds available, each with unique playstyles and advantages. Check it out | ||
moskonia
Israel1448 Posts
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Phaenoman
568 Posts
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TheFish7
United States2824 Posts
On March 27 2014 20:12 EthanS wrote: Didn't understand the graphic. By "expansion pattern" to you mean the order that players expand, or the layout/orientation of the individual expansions? You're an accomplished mapmaker here, so I'm curious what you consider a dissimilar expansion pattern would look like that wouldn't be unbalanced given match-up considerations. Examples? Just visualizing: + Show Spoiler + ![]() | ||
Ragoo
Germany2773 Posts
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And G
Germany491 Posts
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TheFish7
United States2824 Posts
On March 27 2014 23:06 Ragoo wrote: Hehe I wanted to make the comparison to Bel'Shir Beach as well. Then I thought it might lose me even more Karma on reddit than my usual anylsis. Cos beaches are pretty and cool yo. I wouldn't worry about reddit Karma especially when it comes to mapmaking ![]() If reddit was around in the 1500s Galileo would have gotten downvoted into oblivion | ||
Redrot
United States446 Posts
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JessicaSc2
Poland123 Posts
On March 28 2014 01:56 Redrot wrote: Why are the expos laid out in a similar fashion... because that is what works? Note that if you rotate polar night about 45 degrees or so it follows the same layout as well. The actual map layout is very much different, but as the best 1v1 maps tend to go, there is a pattern for bases that works. Check out Habitation Station rotated 90 degrees too, same thing. Wrong both times because habitation has exposed 3rd (gold), and polar night has a backdoor exp while having 2 another legit 3rds. | ||
Redrot
United States446 Posts
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moskonia
Israel1448 Posts
On March 27 2014 22:52 Phaenoman wrote: Is there a path behind the 3rd to use in order to jump into the natural with a reaper? No. | ||
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