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[M] (2) Paradise Lost - Page 2

Forum Index > SC2 Maps & Custom Games
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Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2017-02-20 18:12:00
February 20 2017 18:05 GMT
#21
First of all, map aesthetics are both creative and gorgeous. The art concept itself is great.

Another positive aspect is the use of dead space and bridges, i think its an underused map design resource.

Mid map chockes increase the value of map control and provide defenders advantage, but you need at least 2 paths spread out, otherwise its immensely turtle. There are 2 paths, but they are too close. I think SidianTheBard has some nice insight on this.

I think the expansions are way too easy to secure too, but i'll try to not be more repetitive.

I think the sky gate concept is ok, i don't see a problem with the rules (its debatable and not for me to decide tho), i just think its not well used here. Finally, i don't really see the value of narrow path, its just a bother, might as well just remove the middle island.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
March 05 2017 13:56 GMT
#22
Thanks to everyone. I altered the map with your feedbacks. A major modification are creating a new attack route and removing the 'Narrow Path'.
Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
IIEclipseII
Profile Joined February 2016
Germany157 Posts
March 05 2017 17:38 GMT
#23
This is still a protoss dream map
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