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SC2 map feedback - Page 2

Forum Index > SC2 General
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Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 21 2010 15:42 GMT
#21
The bottom and top seems to have too much useless space, except for harassing. Maybe you should alter the mains positions and such so that the middle area will open up a bit more. As it seems now it will favor drop play too much, otherwise it will just be "hold the middle and expand everywhere on your side" play which removes alot of intensity from pushing back and forward from each others mains.
really?
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 21 2010 15:43 GMT
#22
looks interesting but very technical, which can lead to some imba strats....
https://soundcloud.com/thesamplethief
zeidrichthorene
Profile Blog Joined March 2010
Canada83 Posts
April 21 2010 15:51 GMT
#23
Yeah, the only thing I can think is I would hate to play as zerg on this map. Chokes everywhere. Highground everywhere. Expansion walled off by destructable rocks. Tanks and Colossus and Reapers and Sentries would have a field day on this map. A ton of easy expand locations that are incredible defended meaning my ability to easily expand is limited. (A terran can take his 2 nats, and only have to defend 1 choke, and then float a CC over to where it's protected by a destructible rock and be on 4 bases, with only 1 choke to defend. If they control the middle with some tanks, you're pretty much immune to any ground force. I mean, the middle choke is a valley with high ground on either side. Zerg has nothing except air that can deal with a situation like that if there's some detection.

I can't imagine doing anything on this map ZvT except teching to mutalisks and hoping I can wipe you out before you can get a reasonable ground force that can take advantage of the map features.

T and P would have some fun on here though, lots of toys for them. Zerg just doesn't have any units that can take much advantage of all the highground and chokes.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2010-04-21 15:52:11
April 21 2010 15:51 GMT
#24
On April 22 2010 00:33 FabledIntegral wrote:
Show nested quote +
On April 22 2010 00:21 Jyvblamo wrote:
On April 22 2010 00:19 FabledIntegral wrote:
Why are all SC2 maps so choke-like, I hate it. Where's an open map that allows for more macro oriented and flanking play?

Armies in SC2 are much more clumped up and don't suffer as much from narrow spaces, compared to SC1. I'm in favor of seeing tighter maps.

Though, sentry abuse will be a pain. A toss with ~20 sentries could permanently force-field off his side of the map haha =P


What? That's completely irrelevant if they are clumped up. It still doesn't allow for flanking if your zerglings have to run BY the enemy army, taking fire, to get to the other side... it funnels the units into ball vs ball attacks.

There are flanking paths, they're just very narrow. The only parts of the map where you arguably can't flank is the middle and the back cliffs.
Chill
Profile Blog Joined January 2005
Calgary25990 Posts
April 21 2010 15:55 GMT
#25
i think this map is gunna be huge i just designed it
[image loading]
Moderator
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 21 2010 15:57 GMT
#26
I see you're implementing the radical "no natural expo' design.
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
April 21 2010 15:58 GMT
#27
Looks real confined for some reason. I'd like to see some remakes of some of the better SC maps. :D
Equaoh
Profile Joined October 2008
Canada427 Posts
April 21 2010 15:59 GMT
#28
On April 22 2010 00:55 Chill wrote:
+ Show Spoiler +
i think this map is gunna be huge i just designed it
[image loading]

LOL

As for the OPs map, 6 gas zerg --> mutas? bases look haraaaaassable
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
April 21 2010 16:02 GMT
#29
On April 22 2010 00:55 Chill wrote:
i think this map is gunna be huge i just designed it
[image loading]


idk if it's just coincidence but the middle of your map kind of resembles a snake. Iff you havent given any thought to a name yet maybe you could call it something like VIPER or COBRA
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
April 21 2010 16:03 GMT
#30
Get rid of the cliffs behind the main base mineral lines.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
Chill
Profile Blog Joined January 2005
Calgary25990 Posts
April 21 2010 16:08 GMT
#31
On April 22 2010 01:02 floor exercise wrote:
Show nested quote +
On April 22 2010 00:55 Chill wrote:
i think this map is gunna be huge i just designed it
[image loading]


idk if it's just coincidence but the middle of your map kind of resembles a snake. Iff you havent given any thought to a name yet maybe you could call it something like VIPER or COBRA

yea im gunna make one big destructible rock in a snake shape
Moderator
nixi
Profile Joined February 2010
Sweden39 Posts
April 21 2010 16:11 GMT
#32
On April 22 2010 00:08 Kralic wrote:
Looks a bit Terran favoured with cliffs behind the main base mineral lines? Other than that neat concept.


Yeah, maybe I should add a ramp so that the player can get access to those cliffs by walking around somehow. I will think about that.

On April 22 2010 00:10 Whiplash wrote:
Wow looking at this map made me realize how different the maps can be from sc1. This looks like a lot of fun and want to try it out. I think that your back natural shouldn't be able to be hit by short-medium ranged units though unless the rock is destroyed (maybe put it on the ramp).

edit- pm me after you make the map once galaxy editor comes out if you want someone to help test it (i'm a pretty good player).


Good suggestion about the medium ranged units. I will keep that in mind when making it.

On April 22 2010 00:13 Jyvblamo wrote:
Ouch, wouldn't want to play this map as Zerg. D:
The main and primary 2 expos are harassable by tank/thor drops and vikings. Even Kulas Ravine wasn't so cruel D:

Neat work though, it's got my mind salivating for all the kinds of maps there will be...


Actually, I'm a zerg player myself and I like when there are alot of options regarding drops on cliffs and such. Sure its in favor of terran but mutalisks could prevent it and zerg does have the ability to drop aswell. Regarding the natural cliff, it can be reached from ground if you destroy the rocks.

On April 22 2010 00:14 Yaqui wrote:
Cool map design. My comment regards the center of the map, with the two semi-circle high grounds. To me, it seems like there's too many ramps leading to the high grounds, maybe remove the large one in the middle? Also, what did you use to make this sketch cause it's symmetry is pretty legit.


I used photoshop and mirrored.
About the center I get what you mean. However I might increase the size and space in that area to make it a little bit less choky. I'll think about removing the big ramps then, but as it looks now you are right

On April 22 2010 00:16 TxtbookNinja wrote:
Looks actually really cool IMO... cliffs make me nervous though behind the minerals, Ide feel that drops would be all that would happen on this map. Also Im not sure I understand the need for the destructables closest to the mains.

Other than that, I like it. :D


Thanks
The rocks in the main gives you access to your natural's cliff.

On April 22 2010 00:17 Jyvblamo wrote:
An idea you could consider is reversing the high-grounds and low-grounds around the mains (ie; make the naturals high-ground and the cliffs surrounding them low-ground).


That is a good idea, I will keep it in mind if drops becomes too strong.

On April 22 2010 00:18 Djzapz wrote:
I think it's too easy to harass the inside natural with the back passage, the destructible rock should be on the ramp to prevent that imo.


I see what you mean but I placed it there because I wanted reapers/colos have two different angles to chose from. Maybe if medium ranged units wont reach the mineral line as whiplash suggested it will be okay.

On April 22 2010 00:18 Zexion wrote:
Looks pretty nice, but I agree with the first poster that it's a bit Terran favoured, at least in early game for reapers. It might work well for Protoss as well with their Collosi but for Zerg this is a nightmare. But that's just my opinion.

Maybe we need to test the map before making conclusions. So I say try making this map (with eventual changes that you see fit) and let us know so we can play and see for ourselves

Btw, what is the reason to the destructable rocks not being on the ramps at the passage to the main bases?


The reason for the rock to be placed there is so that zerg can gain access to that cliff without having to make air units/drop.

I will let everyone who wants to test this map to play it, I would be happy to

As for you who thinks its too closed off: If thats the case I will open it up and make some more space. As it looks now I think I agree with you.
I think I will make it so that it takes atleast two forcefields to shut off the main ramp, but only one to seal the "bridge".

Thanks everyone I'm really happy to receive so much feedback so quickly. As soon as the editor is released I'll make sure all of you get to kill eachother on it.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
April 21 2010 16:11 GMT
#33
On April 22 2010 00:21 Jyvblamo wrote:
Show nested quote +
On April 22 2010 00:19 FabledIntegral wrote:
Why are all SC2 maps so choke-like, I hate it. Where's an open map that allows for more macro oriented and flanking play?

Armies in SC2 are much more clumped up and don't suffer as much from narrow spaces, compared to SC1. I'm in favor of seeing tighter maps.

Though, sentry abuse will be a pain. A toss with ~20 sentries could permanently force-field off his side of the map haha =P

zerg suffers from tighter chokes way more in sc2 then in sc1, mainly because there is no lurker to deal aoe dmg.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
April 21 2010 18:03 GMT
#34
On April 22 2010 00:33 Wr3k wrote:
It looks like one giant choke point.


this was my first impression as well
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
zealing
Profile Blog Joined January 2009
Canada806 Posts
April 21 2010 18:07 GMT
#35
wow lol funny how you drew all that....

i dont really get why some of the rocks are placed where they are but i like the overall map design and back doors
Think you got lag? It took Jesus 3 days to respawn.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
April 21 2010 18:11 GMT
#36
the ramp that leads from opponents natural to back of your main and 2 naturals might just cause people to simply harass endlessly....
maybenexttime
Profile Blog Joined November 2006
Poland5709 Posts
April 21 2010 18:17 GMT
#37
On April 22 2010 00:55 Chill wrote:
i think this map is gunna be huge i just designed it
[image loading]


IMBA!!!

6 and 9 positions have one extra expo, and where are the NATURALS?
Hammy
Profile Joined January 2009
France828 Posts
April 21 2010 18:23 GMT
#38
The OP's map looks absolutely fantastic!!
... for team fortress 2. For SC2, it looks like there are too many chokes and the bases are overly harassable by long range units. Also, The destructibles that lead to the back-natural seem oddly close to the main base cliff. Makinng further would give them some offensive purpose.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
April 21 2010 18:26 GMT
#39
I'd say Chill's Python remake would be a much better SC2 map then OPs, sorry.

Also, the open space would make a Sentry nerf non-needed cause there wouldn't be any tight places to abuse FF at.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
Last Edited: 2010-04-21 18:34:54
April 21 2010 18:34 GMT
#40
Im not sure what Zerg or Protoss could do if the terran went reapers with just a normal 12 rax and followed the path to behind the z/p main

[image loading]
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