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[M] (2) Skaqic Dragon

Forum Index > SC2 Maps & Custom Games
Post a Reply
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
Last Edited: 2015-09-28 21:25:18
July 13 2015 20:52 GMT
#1
Skaqic Dragon

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Screenshots:
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Change Log:
+ Show Spoiler +

v 1.0
-Pocket base is now raised to level 2. A ramp (blocked by rocks) has been added from the main to the pocket base to allow the defending player to respond more effectively to aggressive builds.

-The third hugging the main has been pulled away slightly, making it harder to blink into the main. A single reaper path remains.

-Rocks on the outside path of the map have been removed.


Published on: [EU] [NA] [KR] [SEA]
Bounds: 136x152
Eggs: The indestructible eggs can be mineral-walked through by workers. Ordinary units cannot pass through them.

Created by SoVeReiGN.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
RoomOfMush
Profile Joined March 2015
1296 Posts
July 13 2015 21:48 GMT
#2
Helloooo Cannon Rush!
Seriously, the eggs themselfs are not so bad as a mechanic, but next to the main?
You just beg for cheese with this map.
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
July 13 2015 22:04 GMT
#3
On July 14 2015 06:48 RoomOfMush wrote:
Helloooo Cannon Rush!
Seriously, the eggs themselfs are not so bad as a mechanic, but next to the main?
You just beg for cheese with this map.


Why do you mention cannon rush? Most possible cheeses become stronger due to eggs but cannon rush is not one of them.
MMA | Life | Classic | Happy | Team Empire | Team Spirit
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2015-07-14 00:18:36
July 14 2015 00:18 GMT
#4
Even w/out the eggs it can be risky to put land up against the main that is such a long walking distance away.

At first I was going to comment that terran taking 3 bases so easily is a concern, but after thinking about it a bit I think that is probably ok as long as the players are familiar with the map going in. Each race has reasonable countermeasures.

Blink is probably a legit concern though.
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
FlaShFTW
Profile Blog Joined February 2010
United States10354 Posts
July 14 2015 07:15 GMT
#5
a ton of ways to get into the main with blink. blink definitely a bit too strong on this map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 14 2015 15:44 GMT
#6
On July 14 2015 16:15 FlaShFTW wrote:
a ton of ways to get into the main with blink. blink definitely a bit too strong on this map.


So other than the third and the egg base, the only way is through the natural. The egg base is a really impractical way to get in - you need to blink past the eggs (carefully and with high-ground vision to see past the LOS blockers) and then again into the main. The third has minerals blocking most of the space and also requires careful positioning to get in.

Together, what that means is that you need to spend a decent amount of time (or skill) moving between the locations, so you don't run into by far the biggest issue of blink, which is bouncing back and forth between various points quickly and putting an unfair burden on the defending terran. Obviously it's not a weak build, but I don't think it's necessarily as strong as you're making it out to be. It's something that could do with more playtesting.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
BrokenSegment
Profile Joined July 2015
36 Posts
July 14 2015 15:59 GMT
#7
bottom-left and top-right expansions with adidtional rocks. I fear it will be underused. That part of map is not going to see much action...
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 27 2015 21:09 GMT
#8
Updated to v1.0!

[image loading]

Change Log:
+ Show Spoiler +

v 1.0
-Pocket base is now raised to level 2. A ramp (blocked by rocks) has been added from the main to the pocket base to allow the defending player to respond more effectively to aggressive builds.

-The third hugging the main has been pulled away slightly, making it harder to blink into the main. A single reaper path remains.

-Rocks on the outside path of the map have been removed.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 28 2015 00:48 GMT
#9
Gotta move the main ramp so you can't FF from the lowground outside the nat, a huge blink force multiplier and all-around no-no.
Comprehensive strategic intention: DNE
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
September 28 2015 15:22 GMT
#10
I kinda like the idea behind the middle
10%
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 28 2015 21:24 GMT
#11
Updated to v1.1!

[image loading]

Change Log:
+ Show Spoiler +

v 1.1
-Main ramp has been pulled back to stop forcefields from the low ground.

-Doodads have been added to give the natural cliff more consistency.

LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
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