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[M] (4) ESV Shrieking Breeze - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 08 2013 19:28 GMT
#21
I sort of don't like that if you do that, you only have to break one rock to open full mobility to/from the center into the opponent's quadrant. It makes your push route totally interchangeable with any other once the rocks are gone. I'm thinking specifically of the circumstance where you repel an attack and then immediately push out and pursue the opponent home.

But, I like the idea because it will provide quite a bit of variety 1/3 of the time.
Comprehensive strategic intention: DNE
FlaShFTW
Profile Blog Joined February 2010
United States10398 Posts
December 08 2013 21:56 GMT
#22
really like this map idea. its very intelligent and smart.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 09 2013 01:00 GMT
#23
On December 09 2013 06:56 FlaShFTW wrote:
really like this map idea. its very intelligent and smart.

ingenious, even!

:O
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
jamesapjoyce
Profile Joined August 2012
61 Posts
Last Edited: 2013-12-12 10:50:56
December 12 2013 10:49 GMT
#24
I love this map. I like the fact it has so many destructible rocks which adds variety and new possibilities for ways to attack.
Gfire
Profile Joined March 2011
United States1699 Posts
December 18 2013 22:37 GMT
#25
I took out those rocks.

+ Show Spoiler +
[image loading]


Published version 1.1.
all's fair in love and melodies
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 18 2013 22:46 GMT
#26
On December 19 2013 07:37 Gfire wrote:
I took out those rocks.

+ Show Spoiler +
[image loading]


Published version 1.1.

Hmm, I dunno. I'm having second thoughts. Maybe it should be the top/bottom rocks that got removed.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 18 2013 22:55 GMT
#27
On December 19 2013 07:46 NewSunshine wrote:
Show nested quote +
On December 19 2013 07:37 Gfire wrote:
I took out those rocks.

+ Show Spoiler +
[image loading]


Published version 1.1.

Hmm, I dunno. I'm having second thoughts. Maybe it should be the top/bottom rocks that got removed.

This. I can't see it any other way, man.
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
December 18 2013 23:24 GMT
#28
I literally (seriously) actually almost did the top/bottom. I only went with left/right cause that was your original suggestion.

OH WAIT - What If I used triggers to randomly select whether it is the left/right or top/bottom? So innovative.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 18 2013 23:52 GMT
#29
Quantum rocks. Terrible Terrible confusion.
Comprehensive strategic intention: DNE
Jazzman88
Profile Joined January 2012
Canada2228 Posts
December 19 2013 05:19 GMT
#30
On December 19 2013 08:24 Gfire wrote:
I literally (seriously) actually almost did the top/bottom. I only went with left/right cause that was your original suggestion.

OH WAIT - What If I used triggers to randomly select whether it is the left/right or top/bottom? So innovative.


Holy shit that would be awesome. You could change the map name and call it ESV Schrodinger.
skdeimos
Profile Joined May 2013
Canada155 Posts
December 19 2013 19:01 GMT
#31
I fucking love this map now. Horizontal spawns can be played as a rush map but can also lead to stable macro games, vertical spawns is a semi-island map, and cross is a standard macro map with extra vulnerabilities to the main (but also benefits if you defend it). I honestly just like it a lot.
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