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Woah this is a crazy concept.
- Creep spread is going to be very interesting for Z players. - Terran would have the best time parade pushing up the left hand channel? Though this completely changes when the right hand side of the map is opened up. - I love that the map boundaries are tight and there's not a lot of abusable airspace. Makes it easier for the other races to react to drops. - Texturing is nice and simple and easy to read. Two different styles for what amount to two different "half-maps." - Close quarters early and mid-game. Terran are going to have a field day drilling on the left side of this map? It's really hard to say how it'll play out. - The natural progression to the bottom left feels very Match Point'esque.
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On September 18 2015 15:24 ATTx wrote:this is my last map maybe  nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
DON'T DO THIS TO US Q_Q
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What a strange and interesting map. I'm not an absolute fan of the "two extremely different textures" thing, but the layout is crazy and original. Maybe it will be hard to hold a 4 bases setup though.
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I think the concept is genius
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map would be much better if you put the rocks in the other choke of the natural so you have a longer and more intuitive attack path. atm you will only use the lower side of the map
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TBH I don't see Zerg taking a 3rd vs Terran here
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Fast thirds are impossible because of the short rush distance. Games will be very quick on this map, so not expecting to see all that much of the yellow-part being used. Also, there needs to be a connection between yellow and gray in the middle of the map somewhere!
Blink and parade-pushes seem very strong, almost impossible to deal with.
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hots or lotv map? forcefielding the 1 FF ramp towards the 3rd seems too easy vs. Z. I guess they have to kill the rocks and take a later 3rd at the other location. Even without forcefields it's probably a problem bc of the rush distance as others have said.
Still interesting concept
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I don't want you to stop making maps.
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If the rocks near the forward 3rd covered the entire lower path, it would be easier to take that base while also making the nat-to-nat longer. Just a thought.
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Aotearoa39261 Posts
Looks like hell for zerg... but I love the concept!
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On September 20 2015 02:08 ATTx wrote: neo version update.

much better ,but now middle is too many clumped bases. here's what i would do
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Nice update, I like leZael´s suggestions you should apply them, also now you have a potential problem with the nat, forge fast expo is an issue (You need 2 think of something 2 fix that or make it better). And an analyzer would still be good.
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final version update.
Agree need some safety bases 
thx!
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