- original image -
+ Show Spoiler +
![[image loading]](http://i.imgur.com/xpZxowC.jpg)
![[image loading]](http://i.imgur.com/E2TgXCC.jpg)
1.3v version image(new)
+ Show Spoiler +
![[image loading]](http://i.imgur.com/TJYrJZS.jpg)
![[image loading]](http://i.imgur.com/An3rngz.jpg)
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
![]() | ||
ATTx
Korea (South)178 Posts
| ||
InfCereal
Canada1759 Posts
| ||
Uvantak
Uruguay1381 Posts
Also nice theme man ^^ | ||
![]()
FlaShFTW
United States10081 Posts
| ||
graNite
Germany4434 Posts
| ||
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
| ||
EatThePath
United States3943 Posts
| ||
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
![]() | ||
graNite
Germany4434 Posts
| ||
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 | ||
opisska
Poland8852 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. WHAT? NO! Spots for scouting Overlords are an absolutely critical part of a map. You can complain to Blizzard if you don't like that they made a game that requires so much limits on mapmaking, but that's not really mappers' fault. By the eternal words if Idra: "no amount of creativity can get an overlord past two marines" - the Zerg has very little options how to scout a walled-in Terran base while needing to prepare for all sorts of weird shit and the Overseer comes out just too late for that. We do not have a way to perform an unstoppable scout across half the main and half the natural of our oponnent for just 50 energy on a building. | ||
Meavis
Netherlands1300 Posts
it's still a necessity with how the races are designed. | ||
opisska
Poland8852 Posts
On April 29 2015 21:20 Meavis wrote: to be fair, putting in an overlord spot is hardly limiting, it's a very small thing that doesn't take up a whole lot of space, and it's almost always space you wouldn't have used otherwise. it's still a necessity with how the races are designed. I was just commenting on the fact that he seems to dislike that there are overlord spots at every map. I fully agree that it is needed. | ||
Fatam
1986 Posts
| ||
Meavis
Netherlands1300 Posts
some things to think about when using them: zerg production cycles are heavily influenced by larvae inject and then build cycles, when the rush distance is to short and overlords give a notice to late it can be disastrous depending on which point zerg is in their production cycle. while its interesting for a terran to play into that, there's no good counterplay from zerg making it seem like one sided RNG. more overlord spots on the map are optional depending on what tools zerg has to confirm a pushout. for example: you know the zerg has an overlord at your natural choke (because you saw it move there or for meta reasons) and you fake a push out. the overlord scouts this and the zerg switches to producing units on the next larvae cycle. putting an overlord pod further on the map can provide a confirmation check for the zerg, and abort making units instead of drones on the next cycle, should the pushout be a fake. if the meta however is dominant towards zerg having map control throughout the early and midgame, a secondary overlord pod for confirmation may not be necesary and even favouring zerg at a point they're already dominant. I did some heavy thinking on this a few months ago and implemented it in Annihilation station this was done keeping in mind a meta in which zerg are underperforming in general | ||
ATTx
Korea (South)178 Posts
![]() | ||
RoomOfMush
1296 Posts
| ||
Rukis
United States252 Posts
On April 30 2015 03:33 ATTx wrote: 1.3version update ![]() Very cool idea what you did to replace that third. | ||
| ||
![]() StarCraft 2 StarCraft: Brood War Dota 2 League of Legends Counter-Strike Super Smash Bros Heroes of the Storm Other Games Grubby5679 Beastyqt2121 FrodaN1506 B2W.Neo1041 WinterStarcraft605 Dendi558 RotterdaM436 XaKoH ![]() KnowMe158 elazer106 Trikslyr77 Liquid`VortiX56 UpATreeSC53 feardragon38 Liquid`LucifroN13 Organizations Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • StrangeGG StarCraft: Brood War![]() • printf ![]() • Adnapsc2 ![]() • MJG ![]() • LaughNgamezSOOP • Migwel ![]() • AfreecaTV YouTube • sooper7s • intothetv ![]() • Kozan • IndyKCrew ![]() • Laughngamez YouTube Dota 2 Other Games |
SC Evo League
SOOP Global
Creator vs ByuN
Bunny vs GuMiho
SOOP
NightMare vs GuMiho
Sparkling Tuna Cup
BSL 2025: Kraków LAN Pa…
WardiTV Spring Champion…
AllThingsProtoss
3D!Clan Event
SC Evo League
Replay Cast
[ Show More ] Wardi Open
Monday Night Weeklies
PiGosaur Monday
Replay Cast
Clem vs Dark
ByuN vs herO
Code For Giants Cup
Tenacious Turtle Tussle
The PondCast
Replay Cast
OSC
SC Evo League
Replay Cast
Online Event
|
|