Ruins of Nafrut
Size:146x144
Servers: EU, AM, KR
![[image loading]](https://imgur.com/RjpKysP.png)
Any feedback is appreciated.
Old versions:+ Show Spoiler +
![[image loading]](https://imgur.com/Wf5ZnKS.png)
| Forum Index > SC2 Maps & Custom Games |
|
Legan
Finland577 Posts
Ruins of Nafrut Size:146x144 Servers: EU, AM, KR ![]() Any feedback is appreciated. Old versions:+ Show Spoiler + ![]() | ||
|
ZigguratOfUr
Iraq16955 Posts
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
Finland577 Posts
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. | ||
| ||
StarCraft 2 StarCraft: Brood War Pusan Dota 2ToSsGirL Aegong Backho 910 JulyZerg soO yabsab SilentControl Dewaltoss [ Show more ] League of Legends Counter-Strike Super Smash Bros Other Games Organizations Dota 2 Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • Berry_CruncH169 StarCraft: Brood War• practicex • AfreecaTV YouTube • intothetv • Kozan • IndyKCrew • LaughNgamezSOOP • Migwel • sooper7s League of Legends |
|
The PondCast
KCM Race Survival
WardiTV Map Contest Tou…
Gerald vs herO
Clem vs Cure
ByuN vs Solar
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
CranKy Ducklings
Escore
RSL Revival
Replay Cast
WardiTV Map Contest Tou…
Universe Titan Cup
Rogue vs Percival
[ Show More ] Ladder Legends
uThermal 2v2 Circuit
BSL
Sparkling Tuna Cup
WardiTV Map Contest Tou…
Ladder Legends
BSL
Replay Cast
Replay Cast
Wardi Open
Afreeca Starleague
Soma vs hero
Monday Night Weeklies
Replay Cast
Afreeca Starleague
Leta vs YSC
Replay Cast
Replay Cast
|
|
|