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[M] (4) Mockingbird

Forum Index > SC2 Maps & Custom Games
Post a Reply
lefix
Profile Joined February 2011
Germany1082 Posts
July 23 2014 22:07 GMT
#1
[image loading]

Mockingbird
by lefix
Size: 154x154
Available on all Servers

There's an inbase Nat with backdoor access through rocks.
Xel'Naga Tower in the center of the map is on low ground
Everything else is pretty normal
All spawns enabled.

[image loading]
[image loading]
[image loading]
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[image loading]
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2014-07-23 22:46:46
July 23 2014 22:16 GMT
#2
Gorgeous and neat. Two things :

1) I'm not a fan of those Nimbus-like main ramps with debris, but that has to be just me.
2) Close spawns are a tad too close to my taste, though really interesting !

On the whole I have to commend you for that one. Easy 3 bases I guess, but the overall setting and the general flow of the map are original enough to make the map really exciting.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 24 2014 02:55 GMT
#3
Pretty cool lefix, I always like your route proportions. Can you say more about what you're trying to accomplish here?

Seems very swarmhosty to me, but so are a lot of maps.
Comprehensive strategic intention: DNE
moskonia
Profile Joined January 2011
Israel1448 Posts
July 24 2014 03:12 GMT
#4
So basically the XNT is only for Terran players until the mid game? changelings are also a possibility, as well as Blink Stalkers, but both of these are not the preferred option normally, and come much later than Reapers, and unlike Medivacs are not always present. It is an interesting map feature, which will force players to think a bit differently, but it does favor Terran quite a bit.

Blink in general is going to be pretty strong on this map. In PvP being able to jump over the rocks is huge and will mean SG will probably be really weak on this map. The easiest solution to maintain normal PvP (if you want to of course), would be to put LOS blockers near the rocks, so you can't blink across without vision.

Overall the map feels really good, I like the middle areas a lot, as I feel they will be pretty bad for SH's . Mid game aggression will also be really strong here, as there are basically 2 wide entrances to your base when you're on 2 bases, which is quite unusual. While things like 10pools will be weaker than normal, things like 1-1-1 or Roach Busts will be much stronger than usual, which is awesome, since they are pretty rare in today's meta.
Quakecomm
Profile Joined April 2012
United States344 Posts
July 24 2014 04:35 GMT
#5
Looks great! Maybe a bit too choked in the center? Either way, all it needs is a big Tut Tut Child logo in the center.
gorkey island is the only good map
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
July 24 2014 05:12 GMT
#6
Very very nice
10%
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-07-24 09:29:08
July 24 2014 07:46 GMT
#7
--- Nuked ---
lefix
Profile Joined February 2011
Germany1082 Posts
July 24 2014 10:27 GMT
#8
@Xel'Naga Tower. I don't think early reapers will pose a problem. They're more effective harassing the opponent instead of sitting at the tower. Also there paths around the tower vision aren't that long either. In fact, the paths along the sides are probably more frequently used.

@Backdoor Nat: My goal was to break free from the usual main/nat setup, to find another working standard. In a way this setup is both safer but also more vulnerable to the usual setup. You're protected by the rocks at first, but you can't just macro away behind static defenses because there are 2 entrances to protect. So you are required to have enough units to defend.

And I am not too concerned about the blink problem. There are MANY maps which don't have a ramp up to their natural. . Besides, ever since the MSC was introduced, it doesn't matter as much if there is a highground or not.
Map of the Month | The Planetary Workshop | SC2Melee.net
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