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[M](2) Elsecaro Beach

Forum Index > SC2 Maps & Custom Games
Post a Reply
IMTB
Profile Joined March 2014
Taiwan37 Posts
Last Edited: 2016-12-10 02:35:34
December 09 2016 12:41 GMT
#1
Map name: Elsecaro Beach

Suggest Players : 2Players

Created by IMTB

published : NA (Elsecaro Beach)

KR/TW (黃金海岸)(old version)

Playable Bounds: 178x168

pictures:

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main:

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other places(old version):

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You can give some suggestions of this map below~ :D

-------------------------update---------------------------

I removed the rock in the center and the rock on gold base.


--------------------------------------------------------------

Thanks for suggestions.
Insidioussc2
Profile Joined March 2015
Germany96 Posts
December 09 2016 13:16 GMT
#2
The rocks in the middle of all the walls are a neat idea. You did a good job with the aesthetics, but I have a few issues with the map. While I like the general layout of the middle and there are interesting choke point to fight around the distance between mains is huge. Combined with how safe your first three bases are, there is no point in even trying early aggression. Maybe remove the rocks in the center? Or somehow squeeze the left and right side of the map closer together?

Also the gold bases serve no real purpose here. Usually you want them as an alternative for a 2nd or 3rd base. They have a big impact on the early game, not really after you clear these rocks blocking them. So in case you manage to shorten the overall distance, I suggest to remove the blocking rocks.
setaGuelB
Profile Joined June 2014
Taiwan34 Posts
December 10 2016 13:28 GMT
#3
I like this map~~

Well done!
Never say Never
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
December 10 2016 19:52 GMT
#4
The middle with the rocks is cool, but overall the map feels a bit disconnected and unwieldy. Part of it is just that 178x168 is too large for a 2 spawn map, which combined with the very safe three bases make the corners of the map feel very detached from the rest of it. The map would be better if it was shrunk with the corners brought in closer. I think the placement of the close gold base is fine though.

The main facing backwards means that drops will be very effective on this map (and some siege tank pushes leveraging drops), but I think it's fine on this map due to how the rest of it is laid out. Something to watch out for though.
Fatam
Profile Joined June 2012
1986 Posts
December 11 2016 03:28 GMT
#5
Not sure the 11/5 o'clock bases being gold is necessary, and I'm not a huge fan of the "3 base behind 1 choke" maps, but overall it is fairly cool. Proportion-wise I think almost everything could be ~20% smaller and it would be better. Everything is just a touch too big. While Terran could probably turtle on 3 base for a while, I imagine they would eventually get shrekt in TvZ due to this.
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
IMTB
Profile Joined March 2014
Taiwan37 Posts
December 11 2016 04:24 GMT
#6
Originally, I want to make this map have more route options, so that's why the map is bigger than it should be.
And the 11/5 o'clock gold base, I wonder if it can be effective. Thanks for suggestions. :D
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