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Active: 8126 users

[M] (3) Crux Merry-go-round

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 Next All
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2014-02-09 03:44:33
December 30 2013 14:19 GMT
#1
[image loading]

Overview

[image loading]


*Map Name : Crux Merry-go-round (회전목마)

*Published : KR/AM/EU/SEA

*Size : 160x166

*Players : 2 - 3

Created by Crux_Winpark(=WinparkPrime)
Teamcrux.tistory.com
SC2Prime.com
winpark21@gmail.com

Distances: 47 seconds(Nat. to Nat.)

Thanks to Crux_Eastwindy
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 30 2013 14:43 GMT
#2
For the love of all that is holy, finally a 3 player map
Phaenoman
Profile Joined February 2013
568 Posts
December 30 2013 15:46 GMT
#3
It's very unfortunate that the degree of symmetry of a 3 or 5 player map can not be as high as that of 2 or 4 player maps caused by the fact that ramps and cliffs can only have direction of (n x 45°).
But nice map!
Random is hard work dude...
Big J
Profile Joined March 2011
Austria16289 Posts
December 30 2013 16:10 GMT
#4
On December 31 2013 00:46 Phaenoman wrote:
It's very unfortunate that the degree of symmetry of a 3 or 5 player map can not be as high as that of 2 or 4 player maps caused by the fact that ramps and cliffs can only have direction of (n x 45°).
But nice map!


Since "rotational symmetry" means massive assymetry in close positions and we use such maps all the time, I dont see a problem with such tiny extra assymetry.

Nice map!
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
December 30 2013 16:42 GMT
#5
yeah finally. Please tell me you file this map for a future GSL
enord
Profile Blog Joined September 2013
France258 Posts
December 31 2013 01:48 GMT
#6
<3 threesomes
not so fond of 50 shades of grey though :^{
make / have a good tl .. ohhh and i want my icon back :°D
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
December 31 2013 17:50 GMT
#7
3rd seems kinda hard to take especially with that higher ground above the 3rds in the counter-clockwise direction.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
InfCereal
Profile Joined December 2011
Canada1759 Posts
December 31 2013 21:14 GMT
#8
On January 01 2014 02:50 FlaShFTW wrote:
3rd seems kinda hard to take especially with that higher ground above the 3rds in the counter-clockwise direction.


You can actually take the base in the clockwise direction as the third. I think it might be closer, in general to be honest.
Cereal
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
January 01 2014 00:00 GMT
#9
On January 01 2014 06:14 InfCereal wrote:
Show nested quote +
On January 01 2014 02:50 FlaShFTW wrote:
3rd seems kinda hard to take especially with that higher ground above the 3rds in the counter-clockwise direction.


You can actually take the base in the clockwise direction as the third. I think it might be closer, in general to be honest.

But with this map layout you need to be able to expand in either direction to prevent massive positional imbalance.
vibeo gane,
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2014-01-04 14:48:13
January 04 2014 14:48 GMT
#10
the center expansions are modified to reduce positional imbalance.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
January 04 2014 21:29 GMT
#11
looks quite promesing
For the swarm
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 04 2014 22:13 GMT
#12
Thank heaven you made the air borders look nicer. Just looked like a bunch of spam before.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 04 2014 22:21 GMT
#13
Don't know why, but reminds me about one of Red Alert 3: Uprising maps
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
January 05 2014 20:03 GMT
#14
dont realy like the islands that much. the rocks on the outside are good because they stop any possible path from that base to the third. maybe get rid of the rocks on the inside so terrans dont just lift and get a free base.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
winpark
Profile Joined January 2011
Korea (South)68 Posts
January 06 2014 17:34 GMT
#15
FlaShFTW // I removed the rocks on the inside expansions
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
January 06 2014 21:06 GMT
#16
sorry, my poor word choice to describe my opinion. see the terrible paint picture below.

[image loading]

i meant keep the rocks that point the to outer ring while removing the rocks that are in the center of the map. hope that clears up any issues
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iMrising
Profile Blog Joined March 2012
United States1099 Posts
January 07 2014 06:52 GMT
#17
I feel like there should be a tad of airspace at the top in order to make it more equal on all sides. the 12 o clock base has no airspace so its harder to harass w/ mutas etc
$O$ | soO
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
January 07 2014 20:39 GMT
#18
On January 07 2014 15:52 iMrising wrote:
I feel like there should be a tad of airspace at the top in order to make it more equal on all sides. the 12 o clock base has no airspace so its harder to harass w/ mutas etc

I'm assuming the forcefield wall around the outside marks the edge of flight-blocked areas, so all of the bases have an equal lack of airspace.
vibeo gane,
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2014-01-09 15:41:01
January 09 2014 15:40 GMT
#19
-NegativeZero- // That way is the easiest way to make an equality on lack of airspace. but I don't want to use this way because of too many blank on the minimap.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
winpark
Profile Joined January 2011
Korea (South)68 Posts
January 10 2014 18:01 GMT
#20
[image loading]

I tried to reduce massive positional imbalance.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
1 2 3 4 Next All
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