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[M] (2) Brazen Bull

Forum Index > SC2 Maps & Custom Games
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TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 30 2013 04:58 GMT
#1
Brazen Bull

136x132
Published; NA, KR

[image loading]

Angled Overview:

+ Show Spoiler +
[image loading]


Description:

Basically a remix of one of my TLMC2 submissions. I wanted to further explore having an in-base 6m1hyg natural along with a double-wide main ramp. I attempted to solve some of the issues with the last map; the main bases have been made smaller to be more in line with a standard sized main. The middle of the map has been broken up a bit, and the 3rd and 4th bases have been brought slightly closer to the natural to facilitate an easier transition to 3 and 4 bases.

Suggested Wall-offs:

Please take note that the necessary wall off to the main ramp on this map is non-standard. Below I list two wall-offs that can be planted about 5 seconds before a 6-pool hits the top of the main ramp. Also note that the corners of Town Hall structures allow for unit pathing. This means you must build a structure flush along one edge of the town hall to prevent small units from slipping through (see below)

Terran:
+ Show Spoiler +
[image loading]


Protoss:
+ Show Spoiler +
[image loading]


Screenshots:

+ Show Spoiler +
[image loading]

[image loading]
~ ~ <°)))><~ ~ ~
enord
Profile Blog Joined September 2013
France258 Posts
October 30 2013 12:00 GMT
#2
at last a real in base nat
make / have a good tl .. ohhh and i want my icon back :°D
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 30 2013 12:14 GMT
#3
You really like that walloff don't you

Pretty map. Foliage could be reduced though.
Retired Mapmaker™
moskonia
Profile Joined January 2011
Israel1448 Posts
October 30 2013 14:06 GMT
#4
I like it! Map looks really good as well as having an interesting layout. It's pretty standard beyond the nat, but that is good since a map shouldn't have too many revolutionizing things. Well done.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 30 2013 14:23 GMT
#5
Thanks, guys. I felt that the wall off was worth another shot, since Guillotine had some issues that went beyond the wall-off itself (specifically 1. the direct nat-nat was too direct and tended to favor certain units 2. the main base was too large, allowing for too easily hidden buildings 3. the 3rd base was a bit too far away and 4. the terrain was very open but not easily cliffable, again favoring certain units.)

So, this is pretty much attempt #2 at "wacky walloff" (Besides, I didn't have any other ideas this time around )
~ ~ <°)))><~ ~ ~
mogoh
Profile Joined August 2011
Germany109 Posts
December 01 2013 14:52 GMT
#6
Please upload the map to EU.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-12-01 15:52:03
December 01 2013 15:51 GMT
#7
Can you explain how it will be balanced with Zerg that have larva placement at bottom part of hatchery?

Isn't it better to make these naturals 100% symmetric between both? I mean something like symmetry from Newkirk Presinct or other horizontally symmetric map.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 01 2013 23:10 GMT
#8
On December 01 2013 23:52 mogoh wrote:
Please upload the map to EU.

Done

On December 02 2013 00:51 Existor wrote:
Can you explain how it will be balanced with Zerg that have larva placement at bottom part of hatchery?

Isn't it better to make these naturals 100% symmetric between both? I mean something like symmetry from Newkirk Presinct or other horizontally symmetric map.


It might be better as a mirrored symmetry map. I have never done one however so it wasn't something I was going to attempt for the tlmc. I tried to be very careful with rush distance on this map and I find it hard to do that on mirrored maps. As far as the larva placement, they just show up in the mineral line in the north position instead of behind the hatch. It might add 2 seconds of travel time in a ZvZ but I don't think it's any more imbalanced than any other reflective symmetry map.
~ ~ <°)))><~ ~ ~
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