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[M] (2) Cyclotron 1.5

Forum Index > SC2 Maps & Custom Games
Post a Reply
RexTerran
Profile Joined June 2015
54 Posts
Last Edited: 2016-07-25 17:21:55
July 25 2016 16:27 GMT
#1
[image loading]
Hello I'm RexTerran
I have revised this map as your advises.
It is added two ways toward Natural to 7 or 5 bases.
The locations of force field is changed.
The center has a rock to prevent early Ravager' attack.
The Natural Minerals and gases Locations was revised.

Thanks

Published in All server.

New Map image
[image loading]

Old one
[image loading]
RexTerran
Profile Joined June 2015
54 Posts
Last Edited: 2016-07-25 16:29:10
July 25 2016 16:28 GMT
#2
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-07-25 22:19:16
July 25 2016 22:18 GMT
#3
There are still a few things I would change:

- there is no open path between players mainbases which means no scouting or early game. Is this map considered to be like this?

- I would remove the ramp to the third base as there is now the lowground path connecting it with the natural
InfCereal
Profile Joined December 2011
Canada1759 Posts
July 26 2016 15:05 GMT
#4
On July 26 2016 07:18 IIEclipseII wrote:
There are still a few things I would change:

- there is no open path between players mainbases which means no scouting or early game. Is this map considered to be like this?

- I would remove the ramp to the third base as there is now the lowground path connecting it with the natural


You have to keep in mind if there's no ground access early game, there's also nothing to scout. No one's going to 12 pool, because they can't get to the other base for example.
Cereal
Avexyli
Profile Blog Joined April 2014
United States696 Posts
July 26 2016 18:39 GMT
#5
That's really not true at all.

Longer rush distances means it's much harder to scout early game coinflips. This would be evidently a problem in TvP, a Terran player's reaper would never be able to scout a potential proxy anything, nor would a P be able to scout a really strong terran all-in, a proxy, etc.

Not being able to scout early means that the it's not just early aggression you'd have to be on the lookout for (proxy 3gate, proxy 3rax, etc), but also midgame aggression. A Zerg player could take a quick third and the only way a Terran could scout it would be a very quick 1-1-1 or 4;30 marine double drop.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-07-26 21:48:24
July 26 2016 21:35 GMT
#6
yeah rock paper scissors with this kind of thing, greed beats standard, standard beats aggression/cheese, aggression/cheese beats greed.

i think this map could be pretty awesome by ditching the forcefield concept (and then making some adjustments so that there aren't too many entrances to the nat/main). There's lots of cool things going on with the terrain (and the texturing is great). But that's just my feeling
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
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 26 2016 23:24 GMT
#7
The forcefield thing could definitely work but I think here a protoss player could warp in right across them, a terran could lift raxes over them, lots of ways to put on very early aggression despite the paths being blocked (and in some matchups, no way to counter attack)
~ ~ <°)))><~ ~ ~
OrangeGarage
Profile Joined October 2015
Korea (South)319 Posts
July 27 2016 16:25 GMT
#8
On July 27 2016 00:05 InfCereal wrote:
Show nested quote +
On July 26 2016 07:18 IIEclipseII wrote:
There are still a few things I would change:

- there is no open path between players mainbases which means no scouting or early game. Is this map considered to be like this?

- I would remove the ramp to the third base as there is now the lowground path connecting it with the natural


You have to keep in mind if there's no ground access early game, there's also nothing to scout. No one's going to 12 pool, because they can't get to the other base for example.

Not a 12 pool, but a 1/1/1
Proxy oracle
Ravager rush
DT
And other all ins that hit specific timings that are easy to defend when scouted early but otherwise impossible
I am drone! My dream is Hatchery!
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