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[M] (2) Tremors

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2014-10-26 16:16:37
September 01 2014 00:13 GMT
#1
[image loading]
Tremors (Night Tremors on NA)
136x160
All Servers

Overview:
[image loading]

Pretty Pics:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Feedback always welcome.
SC2 Mapmaker
skdeimos
Profile Joined May 2013
Canada155 Posts
September 01 2014 00:24 GMT
#2
Ohhh man the bounce distance for the attacker vs the bounce distance for the defender between the standard natural and the backdoor natural would be abusive. Makes it a real choice - if those are your first three bases you really run the risk of being pulled apart, but if those aren't your first three bases then you have to defend quite a few chokepoints. I'm not sure if it would work but if it does then it'd be AWESOME.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
September 01 2014 00:39 GMT
#3
Yeah, I think the way to play standard would be to take the backdoor, wall the small ramp and just watch the back door rocks. The defender can use that tower to drop a second barrier down when the rocks get low or taken out. Once you take the third I think you would want to be able to move through that path anyway, at least after you had established a decent army.
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
September 01 2014 02:52 GMT
#4
The map is known as "Night Tremors" on NA due to the name not being available.
SC2 Mapmaker
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 01 2014 08:38 GMT
#5
Wow.
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 01 2014 13:01 GMT
#6
I really like the idea behind this, hopefully the backdoor distance isn't an issue. The one other problem I see is that the pathing is extremely restricted until the rocks at the nat go down.

The choice of textures is outstanding, very unique/creative theme.
vibeo gane,
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 01 2014 14:38 GMT
#7
I have some concern for ZvZ creep spread being too hard in the first 3 bases, but I'm not comfortable enough to say for sure.
Antares777
Profile Joined June 2010
United States1971 Posts
September 01 2014 15:56 GMT
#8
The backdoor for the in-base natural is positioned poorly. It is much easier for the attacker to switch where he attacks than it is for the defender to switch to defend. It's even easier for a drop to switch between the in-base natural and the main than it is to defend, since you'll have to go back up the ramp.

The central choke with the rocks seems a little forced. The side paths are only marginally shorter in distance. I think if you want that choke to see more use once the rocks go down, you should push the ramps to the high ground away from the center so that the alternate path is longer. This puts more risk vs. reward into the decision on how you want to move your army about: take the fast, risky path, or the longer, safer one? Right now it's take the fast, risky path, or the slightly-longer, much-safer path.

Since the natural seems difficult to defend, I'd consider making the third a little easier to expand to and hold on to. I'd remove the backdoor into the third entirely. This also makes the other two expansions more safe against harassment if you flip the map around since you won't have to worry about units using the backdoor as an attack route.
Fatam
Profile Joined June 2012
1986 Posts
April 22 2015 16:57 GMT
#9
Map is really interesting. The backdoor complaint might be valid but still a cool map.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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