![[image loading]](http://i.imgur.com/dfXujV2.png)
Playable and full bounds ( they are the same ) : 136x136
Tileset : Braxis Alpha with Moros_8
Pretty shots
![[image loading]](http://i.imgur.com/a7rUj7B.jpg)
![[image loading]](http://i.imgur.com/80idYNb.jpg)
![[image loading]](http://i.imgur.com/zXq64xU.jpg)
![[image loading]](http://i.imgur.com/E2UpE5c.jpg)
![[image loading]](http://i.imgur.com/BJP37KC.jpg)
![[image loading]](http://i.imgur.com/7hak4e5.jpg)
Forum Index > SC2 Maps & Custom Games |
DatGamesense
14 Posts
![]() Playable and full bounds ( they are the same ) : 136x136 Tileset : Braxis Alpha with Moros_8 Pretty shots ![]() ![]() ![]() ![]() ![]() ![]() | ||
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FlaShFTW
United States10149 Posts
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. | ||
GeneralSezme
United States58 Posts
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Semmo
Korea (South)627 Posts
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iamcaustic
Canada1509 Posts
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. | ||
DatGamesense
14 Posts
On September 22 2014 16:01 Semmo wrote: Cool Map Approved. Thats great i guess :p ! Thanks guys | ||
NewSunshine
United States5938 Posts
On September 23 2014 01:02 DatGamesense wrote: 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. | ||
MrSunny
Australia73 Posts
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brickrd
United States4894 Posts
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?! | ||
Aeceus
United Kingdom1278 Posts
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SeinGalton
South Africa387 Posts
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