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Active: 1404 users

[M] (2) CruX Maze Runner

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
CruxEWPrime
Profile Joined July 2012
Korea (South)27 Posts
Last Edited: 2015-01-03 06:36:06
January 03 2015 05:16 GMT
#1
[image loading]

Bases:
•+ Show Spoiler +

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Aesthetics:
•+ Show Spoiler +

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[image loading]


*Map Name : CruX Maze Runner

*Published : KR (메이즈 러너)

*Tileset : 헤이븐(밀림)

*Size : 144x128

*Suggest Players : 2 Players

*Amount Of Resourse :

본진 : 8m 2g (5 o'clock 11 o'clock)

앞마당 : 8m 2g (2개)

확장 : 8m 2g (6개), 6m 2g(2개)

*Version : 1.0


*Concept And History

Concepted by Maze Runner


Created by EastWindy

TeamCrux.tistory.com

ps94406@naver.com


*character

[언덕지상][평지][난전][전술형]

*type

Strategy


Hey :D

Long time no see

This Map's Concept is Maze Runner

CruX Maze Runner [메이즈 러너] 1.0ver Published.
Team Crux EastWindy Prime
Timetwister22
Profile Joined March 2011
United States538 Posts
January 03 2015 05:46 GMT
#2
I like this a lot. I myself have always wanted to try and make a map with paths made of thin walls, but never got around to it. Nicely done!
Former ESV Mapmaker | @Timetwister22
iMrising
Profile Blog Joined March 2012
United States1099 Posts
January 03 2015 05:56 GMT
#3
would be awesome to see this at proleague!
also why is this not a blizzard maps it has dustin browders and gold minerals
$O$ | soO
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
January 03 2015 06:17 GMT
#4
Nice concept. Maybe consider rotating the main ramps 90 degrees to reduce the travel time from main to nat to make defending blink attacks easier.
vibeo gane,
CruxEWPrime
Profile Joined July 2012
Korea (South)27 Posts
January 03 2015 06:42 GMT
#5
Oopsssss.. I accidentally wrote the wrong title. It have to be Maze Runner. Can admin modify if I ask?
Team Crux EastWindy Prime
Onekobold
Profile Blog Joined October 2013
244 Posts
January 03 2015 07:10 GMT
#6
--- Nuked ---
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 03 2015 08:26 GMT
#7
ramp positioning?(wtf?)...........................check
uninspired layout....................................check
hard to read(aka bad aesthetics).............check
Inefficient gas/proportions.......................check
Korean map?........................................check
GSL Map!(if it is i swear to god).............check!

I'm sorry but the only "interesting" thing about this map is that you use high ground walls as the map boarders. Otherwise it's a fairly boring map that doesn't look that great, with inefficient gas geysers. You could at least make the outside border a desert which is how it is in the book/movie, or make the walls a darker cement tileset so they stand out easier.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
joshie0808
Profile Blog Joined March 2011
Canada1024 Posts
January 03 2015 08:27 GMT
#8
On January 03 2015 15:42 CruxEWPrime wrote:
Oopsssss.. I accidentally wrote the wrong title. It have to be Maze Runner. Can admin modify if I ask?


An admin can change your thread title for you
algue
Profile Joined July 2011
France1436 Posts
January 03 2015 10:33 GMT
#9
Nice map ! Maps with a low ramp count are the best maps. Your map has only two ramps, it makes it almost perfect. However I agree that the base layout is rather un inspired. You made some holes in the walls for aesthetics purpose, maybe you could give them a use and make some of them pathable but blocked by small destructible rocks. It would make the map very unique
rly ?
Aeromi
Profile Blog Joined August 2012
France14461 Posts
January 03 2015 11:09 GMT
#10
On January 03 2015 15:42 CruxEWPrime wrote:
Oopsssss.. I accidentally wrote the wrong title. It have to be Maze Runner. Can admin modify if I ask?

Fixed !
https://twitter.com/DrAeromi | Updates on live tournaments: @StarCrafteSport
Quidios
Profile Joined June 2013
Sweden74 Posts
January 03 2015 15:44 GMT
#11
On January 03 2015 17:26 SidianTheBard wrote:
ramp positioning?(wtf?)...........................check
uninspired layout....................................check
hard to read(aka bad aesthetics).............check
Inefficient gas/proportions.......................check
Korean map?........................................check
GSL Map!(if it is i swear to god).............check!

I'm sorry but the only "interesting" thing about this map is that you use high ground walls as the map boarders. Otherwise it's a fairly boring map that doesn't look that great, with inefficient gas geysers. You could at least make the outside border a desert which is how it is in the book/movie, or make the walls a darker cement tileset so they stand out easier.

I have to disagree here. The aesthetics are fresh and well made. Sure you could differentiate the areas for better readability, but it's not necessary. As long as the gas positions are the same for both there's no real issue. But these to me are just minor things, there are more important things to focus on.
What this map brings is a fresh take on pathing that requires more decision making, which is nice to see because alot of maps on here uses pretty much the same pathing. Also I wonder if small units can go through some of the holes in the walls, but probably not.
The weakness in this design is the disadvantage for Z because of the middle expansions. Z could really use a safer corner expansion to balance the lategame. So my suggestion is to remove the gold expansions (which are overused anyway) and place blue expansions in the corners.
It's not the most exciting of maps, but it can be better than most in my opinion.
[PkF] Wire
Profile Joined March 2013
France24237 Posts
Last Edited: 2015-01-03 16:07:32
January 03 2015 16:06 GMT
#12
I like this a lot. The concept is really simple and interesting, and the map looks OK when you play it (I agree the pic isn't flattering). The ambiance of the map is also quite oppressing (walls everywhere, that sickening green light in which everything seems to bath...).

By the way, seriously, it would be great if foreign mapmakers could stop bashing Korean mapmakers every time they see a Korean map that's not absolutely perfect and awesome. You end up looking like insecure people starving for recognition. To address more specifically SidianTheBard's post, it's OK if you don't like the map, but the "Korean map ? ..... check" thing really set my teeth on edge.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2015-01-03 16:17:08
January 03 2015 16:13 GMT
#13
On January 04 2015 00:44 Quidios wrote:
Show nested quote +
On January 03 2015 17:26 SidianTheBard wrote:
ramp positioning?(wtf?)...........................check
uninspired layout....................................check
hard to read(aka bad aesthetics).............check
Inefficient gas/proportions.......................check
Korean map?........................................check
GSL Map!(if it is i swear to god).............check!

I'm sorry but the only "interesting" thing about this map is that you use high ground walls as the map boarders. Otherwise it's a fairly boring map that doesn't look that great, with inefficient gas geysers. You could at least make the outside border a desert which is how it is in the book/movie, or make the walls a darker cement tileset so they stand out easier.

I have to disagree here. The aesthetics are fresh and well made. Sure you could differentiate the areas for better readability, but it's not necessary. As long as the gas positions are the same for both there's no real issue. But these to me are just minor things, there are more important things to focus on.
What this map brings is a fresh take on pathing that requires more decision making, which is nice to see because alot of maps on here uses pretty much the same pathing. Also I wonder if small units can go through some of the holes in the walls, but probably not.
The weakness in this design is the disadvantage for Z because of the middle expansions. Z could really use a safer corner expansion to balance the lategame. So my suggestion is to remove the gold expansions (which are overused anyway) and place blue expansions in the corners.
It's not the most exciting of maps, but it can be better than most in my opinion.

Zergs will not be happy until they can safely reach 70 workers, build up a mineral+gaz bank and overflow their opponent. Where's the challenge if you don't have to take any risks during the game ?

On January 04 2015 01:06 [PkF] Wire wrote:
By the way, seriously, it would be great if foreign mapmakers could stop bashing Korean mapmakers every time they see a Korean map that's not absolutely perfect and awesome.

Nice Overgeneralization.
rly ?
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
January 03 2015 16:27 GMT
#14
I like this map; aesthetics are nice and fresh too, although the readability could use some tweaks.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
[PkF] Wire
Profile Joined March 2013
France24237 Posts
Last Edited: 2015-01-03 16:43:21
January 03 2015 16:37 GMT
#15
On January 04 2015 01:13 algue wrote:
Nice Overgeneralization.


I agree that was awkward from me, but it's not the first time I see that kind of post (in the tone of "if that map was made by a foreign mapmaker no one would ever pay attention to it look it has default A default B and default C, and now it's going to make GSL") and it always drives me mad.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
January 03 2015 17:06 GMT
#16
--- Nuked ---
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-01-03 17:59:55
January 03 2015 17:24 GMT
#17
That smells like the kind of map that Proleague would use. Overall it's pretty nice, although the layout feels a bit weird/uninspired concerning the fourth positioning and the map feels difficult to read from the overview. But the aesthetics in game look pretty awesome.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Quidios
Profile Joined June 2013
Sweden74 Posts
Last Edited: 2015-01-03 18:43:51
January 03 2015 18:41 GMT
#18
On January 04 2015 01:13 algue wrote:
Zergs will not be happy until they can safely reach 70 workers, build up a mineral+gaz bank and overflow their opponent. Where's the challenge if you don't have to take any risks during the game ?

It's not about making people happy, comfortable, easy resources, smooth flow whatever. What I'm saying is that the middle expansions are easily denied by T rally and P pushes. The ones in the center are fine, the gold expansions are not. Z has no option other than expanding towards their opponent, and on the flipside that's exactly what T, P wants in most cases.

IeZaeL
Profile Joined July 2012
Italy991 Posts
January 03 2015 18:49 GMT
#19
Oh I like this one. Nice tileset too !
Author of Coda and Eastwatch.
SwedenTheKid
Profile Joined July 2014
567 Posts
January 04 2015 00:33 GMT
#20
On January 03 2015 15:17 -NegativeZero- wrote:
Nice concept. Maybe consider rotating the main ramps 90 degrees to reduce the travel time from main to nat to make defending blink attacks easier.


I agree. Thats all the input I got.
Casual Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 04 2015 05:51 GMT
#21
Very beautiful
SC2 Mapmaker
Kazahk
Profile Blog Joined April 2012
United States385 Posts
January 04 2015 08:39 GMT
#22
All these attacks paths remind me of BW maps.
Rngesus blessed me with a tooth half, then shunned me with a spinach roll.
LongShot27
Profile Joined May 2013
United States2084 Posts
January 04 2015 08:51 GMT
#23
it's awesome don't change a thing
If all men were created equal there would be no reason to declare it.
millokfifa
Profile Joined January 2015
2 Posts
January 04 2015 09:46 GMT
#24
--- Nuked ---
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