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Active: 1776 users

[M] (8) JRB Crucify

Forum Index > SC2 Maps & Custom Games
Post a Reply
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-06-07 23:21:46
March 21 2015 09:55 GMT
#1
[LCV] JRB Crucify
By LcomteVarauG

Available on SEA and NA.

I made another map, this time, my first (ever) 8 player FFA map!
[image loading]

Analyser:
[image loading]
(I got it to work, but I couldn't save it - so, took a photo of it with)

[image loading]

Inspired by Abyss and Zerus Plateau.

(This map was made for the Just Really Bad clan's FFA matches) on NA.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 21 2015 18:24 GMT
#2
The towers should be on the low ground to induce movement/action there, and to slightly mitigate the turtliness they promote. I don't think close rush is a bad thing in FFA, it gives shape to the early game which is usually a dice roll on big "macro" maps. Here the clear imperative is to kill off your neighbor so you can take your fortress. This looks simple but fun!

You could make an interesting variant by adding Shakuras Plateau style connectors between the mains on the cardinal edges.
Comprehensive strategic intention: DNE
LComteVarauG
Profile Joined January 2015
Australia158 Posts
March 22 2015 03:07 GMT
#3
On March 22 2015 03:24 EatThePath wrote:
The towers should be on the low ground to induce movement/action there, and to slightly mitigate the turtliness they promote. I don't think close rush is a bad thing in FFA, it gives shape to the early game which is usually a dice roll on big "macro" maps. Here the clear imperative is to kill off your neighbor so you can take your fortress. This looks simple but fun!

You could make an interesting variant by adding Shakuras Plateau style connectors between the mains on the cardinal edges.

Thank you EatThePath.
I did everything you said and I do like it a lot better than before - the main base connectors really look like they'd be interesting. Unfortunately, the analyser really doesn't want to save, so I cannot put one in.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Fatam
Profile Joined June 2012
1986 Posts
March 23 2015 04:24 GMT
#4
Looks fun. If you wanted to be even more cheeky you could add bases or half bases in the middle of those new paths you added (of course you'd probably need to widen them in the middle slightly to accomodate), at the risk of making terran even more OP with 2 bases to float a CC to.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
And G
Profile Joined May 2012
Germany491 Posts
March 23 2015 18:27 GMT
#5
This is really, really awesome. I don't think close spawns will be a problem at all considering it's an FFA map. I like the island bases a lot.

The only thing I don't like is the watchtowers. IMO it would be better if there was only one watchtower in the middle of the central low ground. Since there are more players with more units it would make sense to remove the small deadzone there anyway.


On March 21 2015 18:55 LComteVarauG wrote:
(Analyser doesn't want to work, so, sorry, I can't get one here)

Try removing the map preview image first.
not a community mapmaker
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-03-24 06:20:57
March 24 2015 05:45 GMT
#6
On March 24 2015 03:27 And G wrote:
This is really, really awesome. I don't think close spawns will be a problem at all considering it's an FFA map. I like the island bases a lot.

The only thing I don't like is the watchtowers. IMO it would be better if there was only one watchtower in the middle of the central low ground. Since there are more players with more units it would make sense to remove the small deadzone there anyway.


Show nested quote +
On March 21 2015 18:55 LComteVarauG wrote:
(Analyser doesn't want to work, so, sorry, I can't get one here)

Try removing the map preview image first.

Thanks And G! I really appreciate the feedback! :D I have changed the map as you have suggested, and added some LOS blockers in the center.

Edit: I also added an analyser like I have seen on your map threads
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
LComteVarauG
Profile Joined January 2015
Australia158 Posts
March 24 2015 06:23 GMT
#7
On March 23 2015 13:24 Fatam wrote:
Looks fun. If you wanted to be even more cheeky you could add bases or half bases in the middle of those new paths you added (of course you'd probably need to widen them in the middle slightly to accomodate), at the risk of making terran even more OP with 2 bases to float a CC to.

I did consider that, actually, but I think that would indeed be too much for Terran. If I were to add rocks, well, I would have to widen it up so much that it wouldn't even be a path anymore.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
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