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Forum Index > SC2 Maps & Custom Games
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Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-15 19:54:37
December 15 2014 19:50 GMT
#21
obvisouly needs to be cross for symmetry reasons, but also to prevent sentry/immortal or basically any Protoss sentry based rush from being completely broken in PvZ horizontals.

Aside from that it is pretty gorgeous and could be quite interesting in cross and possibly verticals.
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 15 2014 20:06 GMT
#22
Yea i will definitely remove close - horizontal spawns. Not sure about vertical spawns though.
Author of Coda and Eastwatch.
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
December 15 2014 20:34 GMT
#23
On December 16 2014 05:06 IeZaeL wrote:
Yea i will definitely remove close - horizontal spawns. Not sure about vertical spawns though.

i dont see your reasoning for allowing vertical spawns. you have a closer 3rd base, while still closer to your enemy, is still a good base to take, especially if you can get map control. as terran who might mech and go tanks, an old SCBW style was to expand toward your opponent using tanks as a WWI-esque trench line and slowly push your way up.

the point is, even if it didnt impact balance, it should still be cross spawn only simply due to asymmetry. all maps follow this principle unless it is clear there is 0 impact on balance.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 16 2014 18:11 GMT
#24
To clarify, I'm fine with asymmetry because it doesn't matter anyway unless mirror match (only 1/3 of the game), and usually not even then. At the same time it adds variety. I was specifically commenting on gold bases which is too much of an economic disparity that can be easily exploited. That said it has to be used properly and I haven't looked close enough nor play tested at all so I'll just leave it.

That that said said, I love the concept of the map but I think you need better [short-and-narrow] vs [long-and-open-and-circuitous] differentiability for the horizontal spawns, they're a little too close imo and even klontas mire offered a better chokepoint. But I think this can be something with tweaking.
Comprehensive strategic intention: DNE
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 16 2014 18:21 GMT
#25
v1.1 now only cross spawns are enabled. This effectively makes the map 2in1 , having 2 possible spawns which are a little bit different in gameplay. Still not completely satisfied.

+ Show Spoiler +
[image loading]
Author of Coda and Eastwatch.
FrozenProbe
Profile Joined March 2012
Italy276 Posts
December 17 2014 14:01 GMT
#26
Good map Iez
kakalxlax
Profile Joined May 2014
49 Posts
December 17 2014 17:51 GMT
#27
a couple criticisms:
-brood war maps (this one) didn't have "free space" at the limits.
-gold mines shouldn't be there as they benefit 2 of the locations over the others.
-the bot and top middle mines have a platform that can be used to defend/harass and wasn't put in the new map.
-the center mines are supposed to be gasless.
- it'd be cool to have a 1 gas per mine version (like in bw)

with those corrections it'd be a cool map i'd surely use.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 17 2014 22:53 GMT
#28
Your whole post suggest that you want this map to be a copy of the bw one. It should be noted that this map aspires to be a sc2 map inspired by a bw map altered to work well on sc2, and not a carbon copy of a bw map that's meant to work with broodwar units and mechanics that don't exist in sc2.

If IeZael did the map the way you say it should be done then the map would be broken by sc2 standards, as i said many mechanics that existed in bw behave differently or simply don't exist on sc2.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-12-18 07:34:10
December 18 2014 04:37 GMT
#29
On December 18 2014 07:53 Uvantak wrote:
Your whole post suggest that you want this map to be a copy of the bw one. It should be noted that this map aspires to be a sc2 map inspired by a bw map altered to work well on sc2, and not a carbon copy of a bw map that's meant to work with broodwar units and mechanics that don't exist in sc2.

You mean that single line?

On December 15 2014 01:38 IeZaeL wrote:
Based on this Brood war map

Mereel's maps were also based on BW maps, half the time they ended up nothing like the original.


I'm gonna leave that there because I deserve it, but feel free to ignore it anyway.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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