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![[image loading]](http://i.imgur.com/xpZxowC.jpg)
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1.3v version image(new)
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Hello I'm ATTx

136 x 152
Starting point is cross
Forum Index > SC2 Maps & Custom Games |
ATTx
Korea (South)178 Posts
- original image - + Show Spoiler + ![]() ![]() 1.3v version image(new) + Show Spoiler + ![]() ![]() Hello I'm ATTx ![]() 136 x 152 Starting point is cross | ||
RoomOfMush
1296 Posts
Other then that it seems like there is very little wide open ground, maybe its a tad too chockey? But it looks really nice. | ||
ATTx
Korea (South)178 Posts
![]() i'll adjust 3rd | ||
RedRevolution
Australia19 Posts
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ATTx
Korea (South)178 Posts
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InfCereal
Canada1759 Posts
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Uvantak
Uruguay1381 Posts
Also nice theme man ^^ | ||
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FlaShFTW
United States10081 Posts
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graNite
Germany4434 Posts
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eTcetRa
Australia822 Posts
On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. Please done change this or I won't be able to park my overlord anywhere ![]() | ||
Rukis
United States252 Posts
On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. What are you talking about? If you get an air unit that can kill it then there isnt a problem.. | ||
OtherWorld
France17333 Posts
On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. It's pretty much a standard feature for maps these days... | ||
Fatam
1986 Posts
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EatThePath
United States3943 Posts
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graNite
Germany4434 Posts
On April 27 2015 18:49 OtherWorld wrote: Show nested quote + On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. It's pretty much a standard feature for maps these days... That does not make it better. On April 27 2015 17:46 eTcetRa wrote: Show nested quote + On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. Please done change this or I won't be able to park my overlord anywhere ![]() Why not keep it at the edge of your base? At important parts of the map? Why is it ok to park it basically in my base? On April 27 2015 18:38 Rukis wrote: Show nested quote + On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. What are you talking about? If you get an air unit that can kill it then there isnt a problem.. Air units are available too late in the game to prevent the scouting. | ||
Meavis
Netherlands1300 Posts
On April 28 2015 15:26 graNite wrote: Show nested quote + On April 27 2015 18:49 OtherWorld wrote: On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. It's pretty much a standard feature for maps these days... That does not make it better. Show nested quote + On April 27 2015 17:46 eTcetRa wrote: On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. Please done change this or I won't be able to park my overlord anywhere ![]() Why not keep it at the edge of your base? At important parts of the map? Why is it ok to park it basically in my base? Show nested quote + On April 27 2015 18:38 Rukis wrote: On April 27 2015 15:40 graNite wrote: Please remove the high ground next to the entrance to the natural or zergs will abuse this with overlords you cant kill and that give huge scouting. What are you talking about? If you get an air unit that can kill it then there isnt a problem.. Air units are available too late in the game to prevent the scouting. it's pretty much a standard, and for good reasons, zerg is basicly balanced around this timely scout and being able to react with ~40s prior notice. besides, if you really want to deny it, there are ways for every race to remove it early on, terran: barracks lift+marine protoss: MSC+stalker zerg: overlord+queen | ||
graNite
Germany4434 Posts
how often do you see a barracks from the main base flying to the natural, just to kill one overlord? | ||
ATTx
Korea (South)178 Posts
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graNite
Germany4434 Posts
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Meavis
Netherlands1300 Posts
On April 29 2015 18:53 graNite wrote: too late for my combat shield or hellion timing :/ BabyRage my opponent can react to my timing attack BabyRage User was warned for this post | ||
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