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(2) Twiisted Peak - Page 2

Forum Index > SC2 General
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TestSubject893
Profile Joined September 2009
United States774 Posts
December 22 2009 02:41 GMT
#21
This one encourages a mobile force.


I see where a lot of people's criticism is coming from, and this would definitely apply if this were a BW map. Blizzard seems to be trying to force a certain style of play on this map (I'm inferring this out of the above quote), making all of these criticized aspects seem intentional to me. I guess we'll see how this map design philosophy plays out once beta comes out.

Speaking of beta; hopefully, the fact that they're working on maps now is a sign that its coming soon.
DeCoup
Profile Joined September 2006
Australia1933 Posts
December 22 2009 03:19 GMT
#22
On December 22 2009 10:02 Sentient66 wrote:
It looks too small to me. I don't want to make any criticisms because I haven't played SC2, but if this were an SC1 map, I'd be pretty disappointed. Not enough room to set up a good flank as zerg, and it looks very linear to me. Seems like it would favor terran in SC1.

This article talks about why 1vs1 maps are smaller now and how it should effect gameplay.
http://kr.starcraft2.com/features/gameplay/multiplayer.xml
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
DeCoup
Profile Joined September 2006
Australia1933 Posts
December 22 2009 03:26 GMT
#23
Very Odd map. This would not work at all in SC1 with all the downward ramps to each base. Lucky ramps in SC2 are just chokes.

The positions that you need to secure to hold each expansion are quite unique. It looks like for almost every expansion you would want to secure a different position on the high ground near it. The blocked ramps may actually be used more for agression by the player who is on the low side of them to allow them easier access to the area their opponent is trying to hold to secure their 4th as much as they could be used to allow access to both natural expansion. I can't wait to see how this plays out.

The areas at the top right and bottom left to look a bit odd in this picture. But based on the size of the trees I'd say that they are not pathable terrain. They are drops to nowhere. Probably looks fine ingame.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
fOscB.Sulik.SLR
Profile Joined December 2009
Kyrgyzstan59 Posts
December 22 2009 03:46 GMT
#24
no way we can judje until we play the map in SC2
from BW perspective, though - it would be terran paradise, especially vs P
Survive, succeed and ascend.
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
December 22 2009 03:49 GMT
#25
On December 22 2009 11:41 TestSubject893 wrote:
Show nested quote +
This one encourages a mobile force.


I see where a lot of people's criticism is coming from, and this would definitely apply if this were a BW map. Blizzard seems to be trying to force a certain style of play on this map (I'm inferring this out of the above quote), making all of these criticized aspects seem intentional to me. I guess we'll see how this map design philosophy plays out once beta comes out.

Speaking of beta; hopefully, the fact that they're working on maps now is a sign that its coming soon.

I guess the confusion would come from the fact that this map would encourage an immobile force if it was a BW map. With no beta, it is hard to see why it encourages a mobile force in SC2.
andeh
Profile Blog Joined August 2009
United States904 Posts
December 22 2009 03:52 GMT
#26
looks as good as any of the sc1 maps
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
December 22 2009 04:06 GMT
#27
Map looks pretty boring and too small to move your army around
DivinO
Profile Blog Joined July 2009
United States4796 Posts
December 22 2009 04:09 GMT
#28
David Kim favored, sorry.
LiquipediaBrain in my filth.
Spawkuring
Profile Joined July 2008
United States755 Posts
December 22 2009 04:11 GMT
#29
Definitely a map for Terran players when we look at it from a BW perspective. I wonder if cliff-jumpers will change it at all for SC2.
Altar
Profile Joined May 2008
United States577 Posts
December 22 2009 04:22 GMT
#30
Looks to be high yield minerals in the middle. Almost cant see them from the screenshot.
Heavens to Betsy
Crunchums
Profile Blog Joined December 2008
United States11143 Posts
December 22 2009 04:24 GMT
#31
OMG Tanks are imba on this map! + Show Spoiler +
kidding : P
brood war for life, brood war forever
danieldrsa
Profile Joined June 2008
Brazil522 Posts
Last Edited: 2009-12-22 04:35:16
December 22 2009 04:34 GMT
#32
Wonderful map, i liked it alot.
Its not boring and the central ramp bring flavor to it.

I dont think there should be minerals on upper-right and lower-left diagonals. This would make the map dumb. Why every corner must have min-gas?
But to make this area usable, perhaps they could be exploited as an alternative to cross the map without using the ramp. And the yellow mineral bases are too much close.

Its so wrong to judge the balance so this is not a factor to me.
-*-
P00RKID
Profile Joined December 2009
United States424 Posts
December 22 2009 04:45 GMT
#33
Well they said this map is to encourage a mobile force. So drops, cliff jumpers, etc. There are lots more mobility options in sc2 than there are in BW.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
funnybananaman
Profile Joined April 2009
United States830 Posts
December 22 2009 06:07 GMT
#34
On December 22 2009 10:05 EximoSua wrote:
Blue Storm!

Yeah, very similar.
match point too, but thats basically blue storm with a different tileset
boongee
Profile Joined November 2004
United States967 Posts
December 22 2009 06:31 GMT
#35
lol @ people complaining of imbalances when they game isn't even out yet
Comeh
Profile Blog Joined July 2008
United States18918 Posts
December 22 2009 06:40 GMT
#36
On December 22 2009 13:09 El.Divino wrote:
David Kim favored, sorry.

David Kim > T, P, Z, F, J, B.
NERFFFFFF
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
December 22 2009 08:12 GMT
#37
This actually looks quite plan and simple if u analyze it.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
Iliyan
Profile Joined August 2009
Croatia35 Posts
December 22 2009 08:20 GMT
#38
Weird map..
My issues with it from a general standpoint of mapmaking, not game balance.
1) Empty space to the top right and bottom left corners. This would have been GREAT areas for valuable expo's. Since it could be assaulted from up a cliff. If you wall it off from the other player's half of the map you can have a awesome "outsideresque" map.

2) Too many ramps to go up to. Basically whenever you're going anywhere it is through a ramp. My suggestion would be to clear some of the middle to allow flanking positions for larger armies. But make sure to keep the cliff AND wall on the cliff near to the "future" top right and bottom left valuable expo's.

3) Mineral and gas positions should be tweaked a bit, ESPECIALLY at the 3rd expo(The one on the cliff, below the wall) Those geysers are so vulnerable, but I guess that was the intention.

4) The cliffs which lead to the empty areas in the corners appear to be unequal. The upper one is obviously passable by reapers, yet I'm unsure about the lower one.

5) High Yield minerals in the middle are only 4 fields? I guess you accounted for the fact that *IF* in the unlikely occurrence someone takes either of those expo's he's basically taking both of em.

6) obviously a unfinished version of the map, I'd like to see some terrain eye candy. Perhaps its just this top down view of the entire map, but it seems kinda bleak, spice it up!
Husky
Profile Blog Joined May 2009
United States3362 Posts
December 22 2009 08:44 GMT
#39
Cant wait to get my hands on those Xel'Naga watch towers.
Commentaries: youtube.com/HuskyStarcraft
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2009-12-22 12:25:18
December 22 2009 11:53 GMT
#40
Loving the look of this map. :>

One thing I love is to even consider securing your fourth you need to be putting pressure on your enemy. I like that in a map.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
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