(2) Twiisted Peak - Page 3
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Ahzz
Finland780 Posts
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ComradeDover
Bulgaria758 Posts
What jumps out at me about the map is how it borrow's Fighting Spirit's "triangle" in the starting corners. Once a player expands twice, his main will be fairly safe from drops. | ||
ZeroCartin
Costa Rica2390 Posts
On December 22 2009 17:44 HuskyTheHusky wrote: Cant wait to get my hands on those Xel'Naga watch towers. lmao you hate them so much | ||
Kaniol
Poland5551 Posts
Acronym for Stork is not B, but S :| I like this map, and i agree that it will probably work differently for SC2 than it would for SC:BW, so hope to see it in action ![]() | ||
vOddy
Sweden402 Posts
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789
United States959 Posts
The natural and the third seem way to small, barely big enough for the cc/hatch/nexus and a few defensive structures. Unfortunately the main isn't THAT much bigger. This seems like either a rush map or at least a race to contain type of map. It is definitely cramped. Overall, I think it is ok, but I don't particularily like it. | ||
CharlieMurphy
United States22895 Posts
Wasted space in the corners. | ||
Osmoses
Sweden5302 Posts
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MamiyaOtaru
United States1687 Posts
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edahl
Norway483 Posts
Everyone else will have to play it like an island map imo. I'm thinking in terms of BW mind you. | ||
n00bonicPlague
United States197 Posts
+ Show Spoiler + ![]() I think it's an okay map. Every strong point has a weakness. XeNWaTs and Rocks in good places. A bit cozy, but nice. | ||
SquashMonster
United States7 Posts
On December 22 2009 11:41 TestSubject893 wrote: Trying to make a variety of maps that force specific styles of play seems like a good idea for a game that's just starting. The mapping community can see which maps get the most (professional) play and which are the most fun, and combine traits of those maps to make ones that are more interesting. If we started with a bunch of "generic" maps then any attempts to spice things up could be seen as gimmicky; worse yet, the type of map Blizzard's map-makers thought was "generic" might not be the best type of map for the game.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. | ||
emikochan
United Kingdom232 Posts
This does look quite wip, those bases are so square. Can anyone see any tall grass ? or any good places to put it ? Imo the path between the 2 naturals should be full of it, so you could sneak forces between them even if the cliff was covered. *shrug* looks nice I guess but the proof is in the playing... (btw get ready to change your sig to ??/??/10 =p) | ||
n00bonicPlague
United States197 Posts
On December 23 2009 09:30 emikochan wrote: Yeah, I'm not sure what's goin' on in those wasted corners. I can't tell if their impassable terrain or just blank space.Nice n00bonic, really makes those wasted corners glaringly obvious... imo they should put a ramp opposite the watchtower, 2 routes, keep the enemy guessing. This does look quite wip, those bases are so square. Can anyone see any tall grass ? or any good places to put it ? Imo the path between the 2 naturals should be full of it, so you could sneak forces between them even if the cliff was covered. *shrug* looks nice I guess but the proof is in the playing... On December 23 2009 09:30 emikochan wrote: lol I totally forgot about my sig over here :D(btw get ready to change your sig to ??/??/10 =p) | ||
Trezeguet
United States2656 Posts
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n00bonicPlague
United States197 Posts
Think this'll be the one we'll see in BR5? | ||
Synwave
United States2803 Posts
Its definitely a skirmish map in its scope at least how I see it. Quick decisive games where an exploited weakness means little chance for recovery. | ||
789
United States959 Posts
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Disregard
China10252 Posts
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Synwave
United States2803 Posts
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