Edit: uploaded.
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IeZaeL
Italy991 Posts
Edit: uploaded. | ||
IeZaeL
Italy991 Posts
![]() Notable changes; Cooling tower has been removed , a 6x6 rock replaced it. Removed other side rock. FFE can be done with 3gates+unit Highground third has been moved a little bit near the main. Deal with it blink whiners. Enlarged main a little bit Put 2 Xelnaga towers in the map Central bases are now gold 7+2geysers. Lighting slightly changed Lot of doodads added , see some of them below: + Show Spoiler + | ||
moskonia
Israel1448 Posts
Seems like a total SH map now. Zerg can take the gold and park the SHs there, sending waves of locusts across the map. While there are some side paths to try and counter it, I think it will be really strong, which sucks imo. The map is fairly choked, so it will allow Protoss to do some timing attacks before SHs are out. or before a critical amount of them are out, so I don't think balance will be affected much. Overall the map is still interesting, but I like the old version much better. | ||
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Teoita
Italy12246 Posts
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IeZaeL
Italy991 Posts
![]() ![]() - Moved natural a tile farther the main - Moved gold neared the natural - Moved lowground third a tile nearer the natural - Added a cooling tower near lowground third - Moved central rocks to the other side bridges - Removed xel'nagas towers - Added a tile on highground third - You can no longer attack lowground third with units on the other side , only siege tanks can now. | ||
algue
France1436 Posts
![]() What's the point of the rocks near the middle ? They don't really add anything. | ||
IeZaeL
Italy991 Posts
On September 25 2014 04:59 algue wrote: It's a shame that you didn't place a xel naga tower right in the middle ![]() I tried actually , and decals were fitting perfectly also :D Unfortunately there was too little space for units to move so i scrapped the idea :| | ||
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