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Forum Index > SC2 Maps & Custom Games
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DatGamesense
Profile Joined September 2014
14 Posts
September 21 2014 17:09 GMT
#1
Here i am again with my second map ! Name is literally the ancient name of war horns ㅋㅋㅋ. Hope you like it , im having so much fun with the simmetry tool :p

[image loading]

Playable and full bounds ( they are the same ) : 136x136
Tileset : Braxis Alpha with Moros_8

Pretty shots

[image loading]

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FlaShFTW
Profile Blog Joined February 2010
United States10196 Posts
September 21 2014 21:49 GMT
#2
map reminds me of polaris rhapsody from scbw

dont put those rocks near the golds imo. i think if you removed the rocks, the map flow would be so much better with taking bases. after your third right outside your natural, you have a good flow to move in to any 4th on the map really.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
September 21 2014 22:17 GMT
#3
I like it, but i don't like how plain it is, maybe it's a good thing. I don't know...
Melee map maker
Semmo
Profile Joined June 2011
Korea (South)627 Posts
September 22 2014 07:01 GMT
#4
Cool Map Approved.
Mapmaker of Frost, Fruitland and Bridgehead
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
September 22 2014 15:57 GMT
#5
This is a really cool map.

On September 22 2014 06:49 FlaShFTW wrote:
map reminds me of polaris rhapsody from scbw

dont put those rocks near the golds imo. i think if you removed the rocks, the map flow would be so much better with taking bases. after your third right outside your natural, you have a good flow to move in to any 4th on the map really.

I disagree quite a bit with this assessment. It's been a long time since rocks were used in a way that makes you actively want to knock them down to open up pathing opportunities beyond simply granting easier access to a potential third base.
Twitter: @iamcaustic
DatGamesense
Profile Joined September 2014
14 Posts
September 22 2014 16:02 GMT
#6
On September 22 2014 16:01 Semmo wrote:
Cool Map Approved.

Thats great i guess :p !
Thanks guys
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 22 2014 20:58 GMT
#7
On September 23 2014 01:02 DatGamesense wrote:
Show nested quote +
On September 22 2014 16:01 Semmo wrote:
Cool Map Approved.

Thats great i guess :p !
Thanks guys

No it is, Semmo hates almost every map out there. You're doing great for your second map.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
MrSunny
Profile Joined September 2011
Australia73 Posts
September 22 2014 22:02 GMT
#8
Pretty sick map.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2014-09-23 02:06:51
September 23 2014 01:57 GMT
#9
On September 23 2014 00:57 iamcaustic wrote:
This is a really cool map.

Show nested quote +
On September 22 2014 06:49 FlaShFTW wrote:
map reminds me of polaris rhapsody from scbw

dont put those rocks near the golds imo. i think if you removed the rocks, the map flow would be so much better with taking bases. after your third right outside your natural, you have a good flow to move in to any 4th on the map really.

I disagree quite a bit with this assessment. It's been a long time since rocks were used in a way that makes you actively want to knock them down to open up pathing opportunities beyond simply granting easier access to a potential third base.

the rocks make a big difference imo as to how easily an opponent can pressure a relatively quick zerg 3rd (or even 4th i guess) base at that location. with the rocks up and the long narrow pathways it becomes very easy to hunt probes/pylons/etc. while also being able to sit back at your natural choke and keep an eye on whether the rocks are coming down + build up defenses before they're broken etc.

not making a statement in favor of either side, but that's what immediately occurred to me

edit: i also really like the pocket rocks under the main base as an incentive to go for the horizontal 3rd, which seems really really strong for protoss if they can get up that ramp and secure the position with sentries and stalkers - more interesting still is how the gap prevents them from abusing it too hard with colossus cliffwalking (unless im mistaken and the "low ground" in the gap is walkable?). lots of really cool stuff going on here.

edit 2: busting those lower rocks that lead to the backdoor natural ramp is so sexy for zergling runbys too since the rocks are too far for a nonzerg opponent to easily keep eyes on :D maybe the coolest rock setup ive seen yet?!
TL+ Member
Aeceus
Profile Joined September 2011
United Kingdom1278 Posts
September 23 2014 02:30 GMT
#10
Will look closer at ig skon but love the name! Glad to see a gold base too.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
September 25 2014 11:59 GMT
#11
Dig it. Love the base progression and after thinking about it I also like the rocks at the golds, seems to make them more ninja'able, a strat of which I'm a great fan. Zerg players will also need to be diligent at breaking them down in the early game lest they forfeit the backstab routes they might need to hold onto a third. Simple, clean, no fussiness. My only criticism would be that I feel it's a little bland aesthetically -- not for lack of doodads or detail, I like the simplicity, but rather in terms of texturing and lighting. I also feel like the look sells the amazing title a little short.
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