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[M](2) The Divide

Forum Index > SC2 Maps & Custom Games
Post a Reply
eTcetRa
Profile Joined November 2010
Australia822 Posts
November 02 2014 05:40 GMT
#1
[image loading]

Officially uploaded to [SEA] [NA] [EU] [KR]



Map Details

                  Name DF The Divide
                  Version 1.0 (02/11/2014)
                  Bounds 136x148
                  Bases 10 Normal Yield
                  Rocks 3 Sets



Eye Candy

+ Show Spoiler [Click for images] +

[image loading]

[image loading]

[image loading]

[image loading]





+ Show Spoiler +
50 shades of grey?
Retired Mapmaker™
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 02 2014 07:02 GMT
#2
Cool Map, I would remove the little 1x1 cliff near the third-natural area. Would make is psychologically better for engagements I think.
Mapmaker of Frost, Fruitland and Bridgehead
moskonia
Profile Joined January 2011
Israel1448 Posts
November 02 2014 07:31 GMT
#3
Very pretty map, but it feels a bit too big than what it should be. In the main I suggest you retract the cliffs a bit, so there is less room in the main, as well as make blinking into the main impossible, although it's not a big issue. The nat is very interesting, but it has some problems. You can't FFE as the cannon cannot reach both sides of the wall. Now, not being able to FFE would not be a problem if Photon Overcharge could reach the wall, but it barely can't. You need either Photon Overcharge or cannons in order to defend speed ling all ins, so unless you want to force Protoss players to play more defensive than normal, I suggest you make the chokes slightly closer to the natural main building, so the Photon Overcharge could reach.

I really like the design of the 3/9 base, but it's not going to be taken because it's just too far. The 3rd is pretty cool, mostly standard, but with a back door to an interesting base, but it's just too far from the nat to be taken safely, and too big to properly defend without a large army.

You've spread your bases way too thin for the size of the map. I suggest making the main, nat and 3rd smaller, and adding at least 1 extra base for each player.
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
November 02 2014 09:27 GMT
#4
splitty map but its a very cleverly designed split. drops will be key on this map. i like the idea of backdooring their 3rd base even though they need to expand to that 4th. makes taking the 4th a bit tricky.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
November 02 2014 16:25 GMT
#5
IMO this is great, love the BWish design style
10%
SwedenTheKid
Profile Joined July 2014
567 Posts
November 02 2014 18:16 GMT
#6
On November 03 2014 01:25 sTYleZerG-eX wrote:
IMO this is great, love the BWish design style

Agreed very solid map. Also quite pretty. +1 for natural entrance with collapsible rocks
Casual Mapmaker
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 02 2014 22:20 GMT
#7
Looks pretty sick. I can see games shift from from one side of the split to the other, once a game drags on long enough. And given it only has 10 bases, I think that could definitely come into play. I like.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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