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[M] (2) Umber - Page 2

Forum Index > SC2 Maps & Custom Games
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RoomOfMush
Profile Joined March 2015
1296 Posts
May 11 2016 09:33 GMT
#21
Well, its solid, but I cant see anything special about it. I like the center and the corner base with the small ramp though.
Antares777
Profile Joined June 2010
United States1971 Posts
May 12 2016 15:50 GMT
#22
Love it, this is a great standard macro map. We need more maps with this kind of symmetry, unfortunately good ones are difficult to find. I always struggle with balancing the influence between each side of the map. Here there are reasons to expand in both directions, and you haven't tried anything too crazy to accomplish that.

Good job, and good luck in the TLMC!
Fatam
Profile Joined June 2012
1986 Posts
May 12 2016 21:53 GMT
#23
Thanks! They're pretty easy to make these days with the symmetry tool (although this was made before it was implemented), the only tricky thing is trying to get the mineral lines to be as similar as possible on each side since they don't translate (and if you're using the symmetry tool, it does a terrible job on mineral lines with diagonal symmetry)
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
scoo2r
Profile Joined December 2015
Canada91 Posts
May 13 2016 23:34 GMT
#24
This map is really cool it is my favorite of the recent ones in this thread for TLMC7
Another day, another depot.
Timetwister22
Profile Joined March 2011
United States538 Posts
May 13 2016 23:42 GMT
#25
I'd have to say I honestly like the original more. This map went for something with a really cool 1st-4th expansion layout to something pretty boring, and arguable has a very difficult fourth base. With the old version, you had a nice set of four bases that were certainly spread out enough, but still on the safe side making the map good for macro. Now, with a much more difficult fourth, I'm not so sure it is as macro friendly. Especially in lotv where fourths are built much earlier.
Former ESV Mapmaker | @Timetwister22
Fatam
Profile Joined June 2012
1986 Posts
May 14 2016 04:19 GMT
#26
I think they're 2 pretty different maps with the change, it really affects the map a lot.

Of course I prefer the original but I didn't think anyone would go for it in today's world where we absolutely hate main backdoors at all costs, hence the change. Especially with the judging panel consisting of some pro players (iirc); I think pros generally dislike main backdoors. And even if it made it through judge voting, the public hates main backdoors so it wouldn't get votes in that phase.

I do think this version is better in a few ways, for instance with the change this is an absolutely gimmick-free, standardish map (well, other than the far away golds which some people still consider golds gimmicky), and it's nice to have 1 or 2 of those in the pool at all times. Is this good enough to be one of those? Maybe not. There were definitely some very strong standard submissions. But hey, I think it's fun to try my hand at standard, as it's usually not something I do.
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
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