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[M] (2) Clash of Civilizations

Forum Index > SC2 Maps & Custom Games
Post a Reply
Enekh
Profile Joined December 2012
Korea (South)73 Posts
Last Edited: 2016-10-30 01:21:29
October 30 2016 01:19 GMT
#1
[image loading]
[image loading]

(2) YeouL Clash of Civilizations // 문명의 충돌

Created by Enekh
Published not yet

Playable 136X168
Starting Point 1, 7
Twitter : @Enekh / Creator of Acolyte, Dasan Station / Former Intothemap Admin
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 30 2016 01:34 GMT
#2
This map's aesthetics are way too close to Overgrowth's. Being inspired by a map's aesthetics is fine, but in this case the top half of the map and the low ground has literally the same tilesets, doodads, and composition as Overgrowth.
Enekh
Profile Joined December 2012
Korea (South)73 Posts
October 30 2016 01:41 GMT
#3
On October 30 2016 10:34 ZigguratOfUr wrote:
This map's aesthetics are way too close to Overgrowth's. Being inspired by a map's aesthetics is fine, but in this case the top half of the map and the low ground has literally the same tilesets, doodads, and composition as Overgrowth.


That's true. This map's aesthetic is modified Overgrowth.
I want to make PvT Crash, and I think overgrowth is perfect Protoss design.
Twitter : @Enekh / Creator of Acolyte, Dasan Station / Former Intothemap Admin
Fatam
Profile Joined June 2012
1986 Posts
October 30 2016 06:19 GMT
#4
He definitely just opened overgrowth and then made his modifications, but it is a really good standard map I think
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
Ej_
Profile Blog Joined January 2013
47656 Posts
October 30 2016 15:22 GMT
#5
in-base natural
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
October 30 2016 15:49 GMT
#6
On October 31 2016 00:22 Ej_ wrote:
in-base natural

In conjunction with how easy it looks to hold the normal natural and how oddly difficult it looks to take a fourth, it doesn't seem like the best choice in its current design. I feel that the in-base expansion should be made more vulnerable to harass, perhaps by having its mineral line vulnerable to ranged units from that base across the gap. If the gap was reduced to a thin line, that would create a fun conflict point.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Fatam
Profile Joined June 2012
1986 Posts
October 30 2016 19:04 GMT
#7
4th doesn't look that hard, am i missing something?
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
RoomOfMush
Profile Joined March 2015
1296 Posts
October 30 2016 20:03 GMT
#8
On October 30 2016 10:34 ZigguratOfUr wrote:
This map's aesthetics are way too close to Overgrowth's. Being inspired by a map's aesthetics is fine, but in this case the top half of the map and the low ground has literally the same tilesets, doodads, and composition as Overgrowth.

And there is nothing wrong with that. If a map is good it is good.


@map:
It looks nice aesthetically. I agree with the comments above though, it would be more interesting if the in-base natural was not as guaranteed.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
October 31 2016 06:17 GMT
#9
this map actually looks extremely strong for turtle play like mech. 4th, even the 5th looks easy too like what Fatam said.

However, I can see that the natural can be very very susceptible to marine tank pushes vs terran where the tanks siege at the (possible) fourth and drop marines into the nautral.
$O$ | soO
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
November 01 2016 02:16 GMT
#10
On October 31 2016 04:04 Fatam wrote:
4th doesn't look that hard, am i missing something?

I probably should've added the important qualifier that it's easy enough for compositions tightly focused around space control. More mobile but less robust armies would seem to have a comparative disadvantage, which is not something I'm super comfortable with, given the backdoor expansion.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Siegetank_Dieter
Profile Joined June 2016
45 Posts
November 02 2016 16:47 GMT
#11
i like the map. would like to try it out some time.
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