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[M] (4) Chronograph

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
November 09 2014 00:45 GMT
#1
(4) CHRONOGRAPH
published as "chronograph" on BNet

[image loading]
A big ball of wibbly-wobbly... timey-wimey... stuff.

+ Show Spoiler [beauty shots] +
[image loading]
[image loading]
[image loading]


STATS
dimensions: 136x160
nat 2 nat distance (townhall to townhall):
---vertical: 44s
---horizontal: 39s
---cross: 51s

DESCRIPTION
This reflectionally symmetrical 4 spawn map is, I think, pretty standard in terms of layout. It has a shortish rush distance. The natural/main can be sealed in by destroying the collapsable towers.

You can't siege the townhall from across the barrier in the center of the upper/lower parts of the map (you can hit a single geyser)

This map is basically a compressed version of Blizzard's zerus prime

Please share comments/feedback/etc if you want. Thanks for reading.
This is it... the alpaca lips.
moskonia
Profile Joined January 2011
Israel1448 Posts
November 09 2014 01:01 GMT
#2
Beautiful, and an interesting nat concept as well. I think 39 sec is slightly too short, so maybe disable horizontal spawns, and add an opening between the 3rds of those positions? Block it with rocks if it would make the 3rd too hard. I think it's especially better because Zerg can't really take a 3rd vs Terran on Horizontal positions.

It kinda reminds me of Frost, which is good for the most part.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 09 2014 01:04 GMT
#3
looking from the 90 degree pic, the sand textures are to symmetrical and organized, you may want to make them look more natural.
"Not you."
moskonia
Profile Joined January 2011
Israel1448 Posts
November 09 2014 01:12 GMT
#4
On November 09 2014 10:04 Meavis wrote:
looking from the 90 degree pic, the sand textures are to symmetrical and organized, you may want to make them look more natural.

Look at the close-ups, it seems like in-game they look fine.
Spect8rCraft
Profile Joined December 2012
649 Posts
November 09 2014 05:08 GMT
#5
Certainly is... purple.

Are those rock towers in the center? What if they were regular rocks? Would that lengthen the horizontal rush time, or would that be too split-mappy?
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-11-09 06:00:13
November 09 2014 05:58 GMT
#6
Looks like Zerus Prime: the Abridged Version ohshityousaidthat
um...... looks cool though, has a distinctive style, and I like the rock towers
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
November 09 2014 08:50 GMT
#7
Looks cool
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-11-09 14:50:52
November 09 2014 14:49 GMT
#8
@moskonia: thx. yeah, it is pretty small, and I see your point for zerg getting a third vs terran. Disabling positions though... ehh, it is easy enough to do it if it turns out to be a problem in actual play (hahahaha). creating a new opening between the thirds might be a good option if the spawns were disabled though. What do you think of Spect8rCraft's suggestion of replacing the collapsing towers in the center of the map with normal rocks, for 'fixing' horizontal spawns?

@Mevis: it is pretty obvious from the overview... but... meh really. I would normally break up the pattern with another texture, but I ran out of texture slots. And like mosko says, it is not as noticeable in game (though you can see the pattern in the more open parts of the map near the center). Too much effort for too little improvement .

@Spect8rCraft: yeah, those are rock towers. Replacing them with normal rocks is an option I've thought about. I dunno, it would certainly increase the initial rush distances in horizontal positions, and forcing all early game traffic through the small choke in the center of the map might be interesting.

@NewSunshine: thx. yeah I basically took the layout from Zerus Prime and the collapsing-rocks-on-the-natural idea from Fractured Glacier.

@OtherWorld: thx
This is it... the alpaca lips.
moskonia
Profile Joined January 2011
Israel1448 Posts
November 09 2014 15:10 GMT
#9
Making the rush distance longer would not make the 3rd blocked by the rocks any closer, so I don't think it will really help, but of course without actual gameplay I might be wrong.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
November 09 2014 17:51 GMT
#10
I like this
10%
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