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[M] (2) Disruption

Forum Index > SC2 Maps & Custom Games
Post a Reply
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-04-09 08:00:48
April 07 2015 05:22 GMT
#1
Disruption
by LComteVarauG

Available on SEA and NA

Preview:
[image loading]

Analyser:
[image loading]

This map uses a similar deadzone layout to Liquidation, but without the high grounds.

Created for TLMC6.

Afterword:
+ Show Spoiler +
I have come very far since TLMC5, so thanks everyone for all your help and criticism, because I am making maps that I feel very confident about and happy with now.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-04-07 05:48:41
April 07 2015 05:48 GMT
#2
I think the 4th/5th/6th are all too close together, try spreading them out more. You'll probably need to move them closer to the map edges.
vibeo gane,
LComteVarauG
Profile Joined January 2015
Australia158 Posts
April 08 2015 02:09 GMT
#3
On April 07 2015 14:48 -NegativeZero- wrote:
I think the 4th/5th/6th are all too close together, try spreading them out more. You'll probably need to move them closer to the map edges.

Thanks NegativeZero! I changed the 4th/5th/6th layout up a bit, but I left the middle base where it is so it makes up slightly for a semi-difficulty 4th.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
opisska
Profile Blog Joined February 2011
Poland8852 Posts
April 08 2015 08:03 GMT
#4
The 4th/5th bases still seem a little bit too nearish - it's not only about the position but mainly about the fact that you need to defend the very same area to take them. It's almost as if you made there one base with double the amount of mineral patches and 4 gases ... While that in principle isn't absolutely unthinkable, it may have some serious impacts on the game and need to be quite tested.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
LComteVarauG
Profile Joined January 2015
Australia158 Posts
April 08 2015 23:58 GMT
#5
On April 08 2015 17:03 opisska wrote:
The 4th/5th bases still seem a little bit too nearish - it's not only about the position but mainly about the fact that you need to defend the very same area to take them. It's almost as if you made there one base with double the amount of mineral patches and 4 gases ... While that in principle isn't absolutely unthinkable, it may have some serious impacts on the game and need to be quite tested.

I have changed that area a lot now, and there is a backdoor into the fifth to differentiate it from the fourth. I an feeling quite happy with the map now.
Thanks guys for all the feedback.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
SwedenTheKid
Profile Joined July 2014
567 Posts
April 09 2015 00:07 GMT
#6
I think this would be cool if you rotated the main base and natural counterclockwise so the main bases mineral line was located were the airspace between the main and 3rd is now, and the natural expo hugged the edge of the map. This would allow you to make the vertical 4th an option as a 3rd, and just make expanding past your natural safer and more open to alteration by players. It would also mean the corner bases could be spread apart by a lot more.

hehe, guess it would be a totally different map then. Anyway, I like the layout you have now

Casual Mapmaker
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
April 09 2015 06:46 GMT
#7
On April 07 2015 14:48 -NegativeZero- wrote:
I think the 4th/5th/6th are all too close together, try spreading them out more. You'll probably need to move them closer to the map edges.

agree. you might as well make this a 4p map if you want to have those bases that clusterd.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
LComteVarauG
Profile Joined January 2015
Australia158 Posts
April 09 2015 07:57 GMT
#8
On April 09 2015 09:07 SwedenTheKid wrote:
I think this would be cool if you rotated the main base and natural counterclockwise so the main bases mineral line was located were the airspace between the main and 3rd is now, and the natural expo hugged the edge of the map. This would allow you to make the vertical 4th an option as a 3rd, and just make expanding past your natural safer and more open to alteration by players. It would also mean the corner bases could be spread apart by a lot more.

hehe, guess it would be a totally different map then. Anyway, I like the layout you have now


Thanks SwedenTheKid! I really appreciate the feedback. I might look into that big change on the weekend when I have some time - maybe I will make an entirely new map based on it.

On April 09 2015 15:46 FlaShFTW wrote:
Show nested quote +
On April 07 2015 14:48 -NegativeZero- wrote:
I think the 4th/5th/6th are all too close together, try spreading them out more. You'll probably need to move them closer to the map edges.

agree. you might as well make this a 4p map if you want to have those bases that clusterd.

I changed and updated those base layouts so they are a bit further apart now.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
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