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[M] (2) Augustgrad

Forum Index > SC2 Maps & Custom Games
Post a Reply
Panzermann
Profile Joined December 2018
9 Posts
Last Edited: 2019-08-01 10:30:10
August 01 2019 08:45 GMT
#1
[PMANN] Augustgrad
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My very first map so naturally there are many glaring issues. I tried making it look as close as possible to the opening cinematic of HotS.
alephnaut
Profile Joined February 2018
16 Posts
August 01 2019 14:34 GMT
#2
I like the first 3 bases layout, actually. It looks defensive at first since the chokes are small, but then you realize that the bounce distance for the attacker is shorter than for the defender. There's a lot of opportunity to pull your opponent out of position with good control.

I also really like the aesthetics. Might be tough to tell what is and isn't pathable in some cases, but mostly I think this style is beautiful and underused, and you executed it well.

I think the center is pretty uninspired. That's the one thing I would change. Straight open paths from nat to nat are generally bad IMO.
Panzermann
Profile Joined December 2018
9 Posts
Last Edited: 2019-08-01 22:33:07
August 01 2019 22:30 GMT
#3
Thanks so much for the feedback, alephnaut. Hoping i'll have an idea how to rebuild the center before the next TLMC...centers are so difficult.
Inrau
Profile Joined June 2019
35 Posts
Last Edited: 2019-08-02 03:06:17
August 02 2019 02:51 GMT
#4
Really cool main - 3rd base layout. EDIT I wonder what approaches pros would use to punish a third.
L3monsta
Profile Joined May 2012
New Zealand149 Posts
August 19 2019 23:48 GMT
#5
Wow, I'm amazed this is your first map! You've set a high bar for yourself to follow.
mythikdawn
Profile Joined July 2019
United States25 Posts
September 01 2019 19:31 GMT
#6
I like this, but there's a couple of things I'd like to point out.

- Single pylon block for reaper cliff into the main. This wouldn't normally be a huge issue, but it brings me to the second point:

- No reaper cliff into the natural at all. Protoss can pylon block the reaper cliff, and put stalker(s) at the choke point to their natural, and Terran will never be able to scout without scanning.

- This appears to be a macro oriented map, though it looks minorly difficult to take your fourth base, and looks quite hard to secure the fifth. What if the edge bases were on high ground, and the rich gas bases were low ground? I think it would make the edge fifth a little easier to secure, while making the center fifth with the rich gas more vulnerable to siege tank contains.

Though I have to say, I really like the tileset and overall design of this map. You put a ton of work into the doodads, terrain, and general vibe of the map. It's beautiful. This being your first map is honestly incredible.

If I were to suggest anything, I would maybe remove some of the water on the edge of the natural to allow a reaper to jump in?

Again, great work. Just a few tweaks here and there and I think it would be a balanced map.
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