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[M] (2) CruX Pantanal - Page 2

Forum Index > SC2 Maps & Custom Games
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Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
August 31 2013 15:58 GMT
#21
I demand for this map to be published in AM and EU!!!!

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.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
August 31 2013 17:50 GMT
#22
It is super easy to get 5 bases here. Air based armies can defend the bases all well due to the layout too. At the same time drops will be super good into the main (dead space+ exposed area.) Overall I think it is a pretty map but I really don't want to see it become the next big thing.
SC2 Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
September 02 2013 15:45 GMT
#23
This is a beautiful map! It looks like art, seriously.

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
Profile Joined June 2013
United States131 Posts
September 03 2013 14:35 GMT
#24
i wanna play this map in the ladder!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
September 04 2013 17:51 GMT
#25
One of the most beautiful maps I've seen yet. It's one of those overviews you could just look at for an hour straight.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 27 2014 01:39 GMT
#26
On September 03 2013 23:35 TXRaunchy wrote:
i wanna play this map in the ladder!

fortunately for you, soon you will!
vibeo gane,
Timetwister22
Profile Joined March 2011
United States538 Posts
March 27 2014 02:11 GMT
#27
This is a good map, and making those center bases golds for ladder will make this map a bit more interesting. Still the most standard map since Daybreak, but as long as the entire map pool isn't filled with super standard I'm totally ok with it.
Former ESV Mapmaker | @Timetwister22
JessicaSc2
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-03-27 06:37:35
March 27 2014 06:37 GMT
#28
It's pretty and all but why the hell every map has to follow smiliar expansion pattern? Like I was seeing yeonsu.

[image loading]

It's boring as fuck.
EthanS
Profile Joined February 2011
United States206 Posts
March 27 2014 11:12 GMT
#29
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 +
[image loading]


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
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-03-27 11:44:50
March 27 2014 11:43 GMT
#30
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
Profile Joined January 2011
Israel1448 Posts
March 27 2014 13:39 GMT
#31
I agree with Jessica, this is an extremely standard map except for the gold base, and a slight difference from the norm is not make it that much different than other standard maps. but I do think that standard maps have their place as the core of the meta, and it's okay to have a few standard map in the map pool. The next season map pool seems to have a fair amount of different maps, so I think it's fine to have this map to balance out the rest of the pool.
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2014-03-27 13:52:56
March 27 2014 13:52 GMT
#32
Is there a path behind the 3rd to use in order to jump into the natural with a reaper?
Random is hard work dude...
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 27 2014 13:57 GMT
#33
On March 27 2014 20:12 EthanS wrote:
Show nested quote +
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 +
[image loading]


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?


Just visualizing:
+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 27 2014 14:06 GMT
#34
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.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-03-27 14:11:00
March 27 2014 14:10 GMT
#35
I think it's okay to have one or two very "standard" maps in the pool, and since Yeonsu is gone I'm actually okay with this map. In fact I'd say the forward gold base should make this map more interesting than Yeonsu, so yeah, let's not hate on this map too much just because it's not very innovative.
not a community mapmaker
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 27 2014 14:55 GMT
#36
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
Profile Blog Joined September 2012
United States446 Posts
March 27 2014 16:56 GMT
#37
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.
I root for CJ because their fb posts are hilarious
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 27 2014 17:07 GMT
#38
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
Profile Blog Joined September 2012
United States446 Posts
March 27 2014 19:14 GMT
#39
...Same could be said about this exact same map. The actual layout is different but the minerals are in the same place, just like those maps. All you pointed out was that the mineral patches are all in similar locations.
I root for CJ because their fb posts are hilarious
moskonia
Profile Joined January 2011
Israel1448 Posts
March 27 2014 19:26 GMT
#40
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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