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Hi, so you probably know this map and guess what, i never made a mapthread for it, so here it is. i had do redo the complete map from scratch becasue i couldnt use the starbow version obviously. so its basically a new map it just looks more or less the same ![](/mirror/smilies/puh2.gif) anyways this is my first submission for tlmc 5. oh and i changed the name to something else. its ok if its called texas in starbow but i kinda want to use my own ideas when it comes to naming things.
General Information: Mapsize: 140x140 Nat/Natrush: 130 Bases: 12/0 Watchtower: 0 Upload: All Servers
Overview:
![[image loading]](http://i.imgur.com/xiTal5A.jpg)
Pictures: + Show Spoiler +
Have Fun!
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why isn't this called "Texas" though? It's a much better name!
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I knew it looked familiar! Just couldn't tell why... Not sure how all these chokes will affect the game and whether or not ff will break the map. I can see the classical immortal sentry being super strong due to small chokes at the third and long way around for a surround.
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Russian Federation4295 Posts
This tileset is so much better than Akilon Wastes and Blistering Sands
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any thoughts on moving the main mins farther from the cliff so they're not so cannon rush-able? or tank-based all in-able too I suppose
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United States10015 Posts
personally, i hate small chokes in sc2. your 12/6 and 11/5 base would have been acceptable in scbw days, but sc2 is a different game. open up those choke.
same with those inside 3rd bases. just put up a simcity wall at the choke and nothing is getting in. also the fact that everything leading up to it is forming a funnel for units.
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On January 29 2015 09:56 FlaShFTW wrote: personally, i hate small chokes in sc2. your 12/6 and 11/5 base would have been acceptable in scbw days, but sc2 is a different game. open up those choke.
same with those inside 3rd bases. just put up a simcity wall at the choke and nothing is getting in. also the fact that everything leading up to it is forming a funnel for units. I disagree, it hasn't been tested to the point where you could say for sure, and I'd like to think that it dampens the effects of SC2 pathing to create a game style more dependent on positional play (in the macro sense). The map design -- the routes and time to transition between areas -- is important for making this work though. For example, Deadwing wouldn't work with small chokes.
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Interesting choice having 6 mono-entrance expansions. The fourth is a free expansion, since you defend it from the same area as your third.
I like the layout of the main's mineral line. It is close to the natural and can be cliffed from there by enemy units, and I like how close it is to the ramp. It is a cool design which I haven't seen before.
Unfortunately, I think you have too many features that conspire together to hurt your map.
Blink play is going to be really, really strong. In the early to mid game, Stalkers are going to be very powerful abusing the high ground areas on the map with their superior range and speed. When Blink finishes, they'll be able to harass the main extremely easily due to the previously mentioned mineral line, and other areas where they could Blink into the main. They can also Blink across the gaps in the middle, not even needing to use the chokes that you've put a lot of thought into creating. Proxy Pylons have many good locations as well, from up on the third and the high ground between the natural and the aggressive/alternate third. Later game, Blink Stalkers are still going to be really effective with all the mono-entrance expansions. PvP is going to be a problem. PvZ and/or PvT may also be problematic, I'm not sure.
I would add a ramp to the side of the third that has an edge towards the natural. This way, the defender can push in that direction to remove a proxy Pylon against Protoss without walking around to the ramp that already exists.
I would also add a ramp blocked by destructible rocks to the fifth expansions at the 12 o'clock and 6 o'clock positions that extends towards the defending player's side of the map. This way, the expansion can be more easily defended, and you can counterattack up that hill more easily against an opponent that can spread out with army in a concave using the high ground of the base.
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I played soo many starbow games on texas, great map meerel!
However, highly sceptical how forcefields will interact with it^^.
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I love that little plateau between the nat and the clockwise 3rd so much. I'm just so intrigued looking at it. There's so much cool stuff that it can be.
The colors are great. I like the position play that comes from every base having one entrance oriented the way they are - it's true that the ramps for the 3rd and 4th (if you take those as yer 3 and 4) point to the same area, but your army doesn't sit in the same place when you have 3 and 4 bases. and A+ no watchtowers, they don't fit on this map, good times are had by all.
would love to play on ladder. good luck!
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