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[M] (2) Ruins of Nafrut

Forum Index > SC2 Maps & Custom Games
Post a Reply
Legan
Profile Joined June 2017
Finland581 Posts
Last Edited: 2019-12-03 18:37:28
November 30 2019 22:14 GMT
#1
Ruins of Nafrut

Size:146x144

Servers: EU, AM, KR

[image loading]

Any feedback is appreciated.

Old versions:+ Show Spoiler +

[image loading]
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 30 2019 23:26 GMT
#2
The shape of a lot of the bases feel somewhat off. Like the main base is quite small, but moreover is concave rather than convex which means the little area that is available for buildings is the area that's most exposed to drops/siege tanks/swarmhosts (a bit like Antiga Shipyard). It also has a weird nook right next to the main ramp where you can two pylon wall-off a cannon. The natural has similar issues with a nook right next to the gases which doesn't really serve much of a purpose (I guess you can proxy your opponent's nat).

The balance of open/narrow areas also seems off in places. Like the passage between 12 o'clock and the top right corner is strangely narrow given that there's a wider high ground passage that's only slightly longer. Or the vertical fourth where the town hall is right next to the ramp which hinders the defender when it comes to getting attack arcs. I think part of the problem is that there are too many bases that are in the way of everything. The middle bases have a clear sense of purpose as a sort of fortress base (like on King Sejong) which is great. But the top right and bottom left corners just have bases that are just kinda there.

Also the reaper jump-up spot can be blocked with a pylon and gateway so it doesn't do much good.
Legan
Profile Joined June 2017
Finland581 Posts
December 03 2019 18:41 GMT
#3
On December 01 2019 08:26 ZigguratOfUr wrote:
The shape of a lot of the bases feel somewhat off. Like the main base is quite small, but moreover is concave rather than convex which means the little area that is available for buildings is the area that's most exposed to drops/siege tanks/swarmhosts (a bit like Antiga Shipyard). It also has a weird nook right next to the main ramp where you can two pylon wall-off a cannon. The natural has similar issues with a nook right next to the gases which doesn't really serve much of a purpose (I guess you can proxy your opponent's nat).

The balance of open/narrow areas also seems off in places. Like the passage between 12 o'clock and the top right corner is strangely narrow given that there's a wider high ground passage that's only slightly longer. Or the vertical fourth where the town hall is right next to the ramp which hinders the defender when it comes to getting attack arcs. I think part of the problem is that there are too many bases that are in the way of everything. The middle bases have a clear sense of purpose as a sort of fortress base (like on King Sejong) which is great. But the top right and bottom left corners just have bases that are just kinda there.

Also the reaper jump-up spot can be blocked with a pylon and gateway so it doesn't do much good.


Made the main bit bigger by moving the triangular third and made reaper jump spot bigger. Also moved the linear fourth bit away from the third to create more room for armies and created two clear chokes to the corner high ground.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
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