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[M](2) Sulfur Pools

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mentsan
Profile Joined April 2019
6 Posts
Last Edited: 2019-04-13 15:55:22
April 13 2019 13:35 GMT
#1
Sulfur Pools
Map Info
+ Show Spoiler +
Players: 2
Bases: 14 (12 normal and 2 rich)
Map size: 136x130
Main to main: 58s
Nat to nat: 43s


[image loading]

Close-ups
+ Show Spoiler +
Main+ Show Spoiler +
[image loading]
[image loading]
  • Some extra space behind the mineral line
  • Each side of the main base can be walled-off with 2 buildings
  • There's a reaper gate main to connector.


Natural Exp+ Show Spoiler +
[image loading]
[image loading]
  • Natural choke reachable with hatch creep
  • Hatch creep covers all of the natural area
  • Path clipped for easier walling


Connector+ Show Spoiler +
[image loading]
[image loading]
  • Tanks on the high ground can easily control the natural choke, the bridge (from high ground expand to connector) and half of connector area.
  • The fastest path is wallable by a collapisable rock making the auto-path through the corner base.
  • Stronger attack path is through the ramp to the low ground expand


High ground expand+ Show Spoiler +
[image loading]


Low ground expand+ Show Spoiler +
[image loading]


Corner base+ Show Spoiler +
[image loading]


Midle base+ Show Spoiler +
[image loading]


Rich base+ Show Spoiler +
[image loading]


Soft midle+ Show Spoiler +
[image loading]


Hard midle+ Show Spoiler +
[image loading]



Rodya
Profile Joined January 2018
546 Posts
April 13 2019 14:52 GMT
#2
Overall concept is good but there are obvious problems, like the mains are too small (I'm guessing you play zerg).
Banned for saying "zerg players are by far the biggest whiners in sc2 history" despite the fact that this forum is full of such posts about Terrans. Foreigner Elitists in control!
Mentsan
Profile Joined April 2019
6 Posts
Last Edited: 2019-04-13 15:14:50
April 13 2019 15:09 GMT
#3
On April 13 2019 23:52 Rodya wrote:
Overall concept is good but there are obvious problems, like the mains are too small (I'm guessing you play zerg).

Actually, the mains are quite big. AND, although I've tweaked the map to fit zerg (E.G: main base closer to ramp leaving a small blind spot, natural being close enough to connector choke so hatch creep can reach it ) no I don't play Zerg.
Invalid99
Profile Joined May 2018
Canada37 Posts
April 19 2019 23:17 GMT
#4
I think you're improving but a few things:

- the main is just really strange to me and looks very siegeable by tanks and easy to drop. Yes the main is big but a lot of that space is behind your mineral line. I also don't know why you'd put buildings behind your mineral line. It's going be super easy for a terran to doom drop a crap ton stuff out of medivacs and gg especially when the mineral line is going to restrict movement and make it harder to respond to it if your production is way further back in your main I mean sure ranged libs aren't going to be an issue but it's overkill.

- It's standard for rich mineral lines to have 6 patches and 1 gas, not 8 patches and 2 gases. plus it doesn't seem that risky to grab so it'd probably be better off as a normal base.

- 58 seconds is pushing it in terms of rush distance especially if you compare it to tlmc guidelines
https://tl.net/forum/starcraft-2/534744-team-liquid-map-contest-11


I'm unlikely to know what I'm talking about
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