![[image loading]](http://i.imgur.com/FMF4qtF.png)
![[image loading]](http://i.imgur.com/1oLGDTN.jpg)
[EU] [NA] [KR]
Info
Rush map
2 Player
136x136
14 Bases 8m2g
Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/yW9GHPJ.jpg)
Additional Pictures
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![[image loading]](http://i.imgur.com/OUxpJrH.jpg)
![[image loading]](http://i.imgur.com/e6g2cAN.jpg)
![[image loading]](http://i.imgur.com/MNgS2NT.jpg)
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nesta-kun
Denmark26 Posts
![]() ![]() [EU] [NA] [KR] Info Rush map 2 Player 136x136 14 Bases 8m2g Overview + Show Spoiler + ![]() Additional Pictures + Show Spoiler + ![]() ![]() ![]() | ||
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MoonStone1
20 Posts
I have some concerns with the third looking a little hard to hold against a Zerg, it is a little exposed speaking as a Protoss main. I would be inclined to skip that low-ground base entirely as a fourth and expand to the high-ground base next to it. Aesthetically, the map is not really my tastes and this is my opinion. The map needs some color, it appears as flat and grey. That may very well been what you were going for, but I think it could do with some color, at least in a few areas. Maybe even a brown or black, but something other than grey. As a suggestion, you could add a crashed battlecruiser, or a burning building somewhere you currently have dead-space for air, just something to bring the map a bit more life. Overall, I really like the proportions, and the center bases seem a little awkward to me, I think that area might be better used as functional terrain with an interesting chokepoint connecting the bases. I just can't see a scenario where those center bases would be worth it. As a suggestion you could extend the center terrain down(or up) to reduce the open-ness of that center courtyard area, dont overdo it of-course as you dont want a commanding ledge for terrans to siege up. I just think the map needs something interesting in the center to make it pop. Currently, it's about as standard as you can get, and you want to stand out for something! Great map, looking forward to more. PS: If you want to take the time to check out my may "Chrysalis" I'd appreciate any feedback! | ||
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nesta-kun
Denmark26 Posts
: I was initially concerned with the low-ground base being vulnerable as well. But in testing most Protoss players just opted to go for the high-ground base as a 3rd, which is pretty easily defended. Having very muted and grey colors was definitely a choice, seeing as many of the ladder maps are really colorful these days. (Abyssal Reef, Odyssey, etc.) I also felt like it fit the theme of the map better, seeing as its supposed to me ruins. Hopefully it will appeal to some people. (I also have some more colorful ones in the works) I definitely played around with the middle for quite a while before settling on this. I didn't wanna scrap the bases all together since I felt like 12 bases total was too few even for a small map, and the reason they are not connected is because it would be too easy to control the entire center then. Some interesting plays were made with the bases as well, one Terran player establish control early with PF's which gave a very strong position, but made for an interesting game nonetheless. I'll check out your map for sure! | ||
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