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[M] (2) Parrot Cay

Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 19 2014 09:24 GMT
#1
Parrot Cay
Created by Scorp

Published: [NA/EU]

[image loading]


Bounds: 144x124
Bases: 10x 8m2g
XNT: 0

Aesthetics
+ Show Spoiler [Show Images] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Feedback is, as always, welcome and well appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
IeZaeL
Profile Joined July 2012
Italy991 Posts
July 19 2014 22:02 GMT
#2
Very standard yet refreshing. good job Scorp!
Author of Coda and Eastwatch.
Circumstance
Profile Blog Joined March 2014
United States11403 Posts
Last Edited: 2014-07-20 02:15:46
July 20 2014 02:15 GMT
#3
EDIT: I think I misread the map, sorry.
The world is better when every background has a chance.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 20 2014 02:47 GMT
#4
I like this 10 base map. I think the rocks in the corner areas should be removed though.
ModeratorI am still alive, somehow
TL+ Member
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 21 2014 11:15 GMT
#5
On July 20 2014 11:47 The_Templar wrote:
I like this 10 base map. I think the rocks in the corner areas should be removed though.

Although the scene is trending towards maps with 12+ bases, I do believe 10 base maps still have a place. I'll leave the rocks as is for now, though I may change that at some point.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 21 2014 13:02 GMT
#6
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
July 21 2014 14:22 GMT
#7
On July 21 2014 20:15 ScorpSCII wrote:
Show nested quote +
On July 20 2014 11:47 The_Templar wrote:
I like this 10 base map. I think the rocks in the corner areas should be removed though.

Although the scene is trending towards maps with 12+ bases, I do believe 10 base maps still have a place. I'll leave the rocks as is for now, though I may change that at some point.


yeah, nothing wrong with having some nice mixture of maps. I'd go so far as to demand a TLMC or at least MotM that is devoted to 10base-or-less-maps after the last 3-5p TLMC. :D
(seriously, a nice 8-9base map could actually work)

On the map, I think your 4th base in the corner is too easy to defend though. It makes it easy to turtle on 3bases, take the 4th with only one small, shared chokepoint close to the third and then play for the mineout, e.g. with Mech against Zerg or maybe even Terran. Especially since the last remaining base on your side can be easily denied for the opponent, so its impossible to run into a 6vs4base scenario when you turtle, it's eventually going to come down to 5vs5.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 21 2014 16:42 GMT
#8
Carrot Pay. xD

This is very standard, with the exception of the droppable highground 4th. And it's solid. I think I'd rather see another ground path vulnerability there, or in addition to the highground pod. Also it'd be nice if the base below the side main cliff was more neutral so it could be taken by either player, adding a little more room to move (strategically) in the development through the midgame and in the lategame.

+ Show Spoiler [This is my thought about it] +

[image loading]
The rocks are both defensive and offensive depending on the situation now.
Comprehensive strategic intention: DNE
algue
Profile Joined July 2011
France1436 Posts
July 21 2014 23:58 GMT
#9
I agree with The_Templar about the rocks. Removing them would make the map funnier. Very nice map otherwise

rly ?
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 22 2014 06:56 GMT
#10
Reminds me of Daybreak, that is less turtley. I would make the main a bit smaller though.
Mapmaker of Frost, Fruitland and Bridgehead
opisska
Profile Blog Joined February 2011
Poland8852 Posts
July 22 2014 10:57 GMT
#11
The biggest fault of this map in my opinion is that it is very monotonic. I am not saying that you should make maps with lava, snow, jungle and grassland in each corner, but using the same sand/grass scheme in coincidence with the repetitive shape pattern (where all the small voids are pretty much the same shape and most of the semiopen areas are similar) is not a good idea. In most good maps, you are able to tell where are you looking at instantly without using the minimap - a feature that is less important for players (who should be looking at the minimap anyway), but crucial for good viewing. Yes, even some Blizzard maps have had this issue in the past, but that doesn't mean it shouldn't be avoided.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
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