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Yosemite (Map Critique) - Page 2

Forum Index > SC2 General
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Drium
Profile Blog Joined December 2008
United States888 Posts
April 24 2010 03:20 GMT
#21
Terrans will just float their cc to the high yield at the start of every game.
KwanROLLLLLLLED
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 24 2010 03:22 GMT
#22
On April 24 2010 12:20 Lysdexia wrote:
Terrans will just float their cc to the high yield at the start of every game.



Yea looks like that would happen. Map creator should put one set of rocks blocking CC from landing to prevent this, something like this could ruin an otherwise very symmetrical (and theoretically even from both positions) map.
i-bonjwa
Pigsquirrel
Profile Joined August 2009
United States615 Posts
Last Edited: 2010-04-24 03:31:15
April 24 2010 03:30 GMT
#23
Definitely an "out there" type map; I like that. Too many SC2 maps seem cookie-cutter, except Scrap Station.

A few things: People have written about how high-yield minerals are not really worth much more. The only advantage is that they saturate with less workers. I do not think this is enough to justify a longer mining distance.

Second, to float-proof the high-yields, what about doing something like Python, with a mineral patch blocking the CC from landing. NVM I'm just an idiot.
pandamanana
Profile Joined April 2010
37 Posts
Last Edited: 2010-04-24 04:00:05
April 24 2010 03:59 GMT
#24
On April 24 2010 12:19 Spenguin wrote:
Ugh whats with all that space behind the mains should fix that I think, either move the mains back or change the layout


That is a combination of me not showing the Map bounds (which take up at least 1/2 of the extra space behind the bases) and me sucking. I moved the bases back a bit to get rid of the other 1/2 of extra space :3

Also I think I will replace the two rocks blocking the base with a rock blocking the CC, thanks
master of wood, water and hill
stockton
Profile Joined March 2010
United States128 Posts
April 24 2010 04:22 GMT
#25
yea, terrans insta-floating to high yield too easy. block with rocks is easy fix.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 04:26 GMT
#26
Look at the close-up shots. You're not floating anything to anywhere, at least not with your first CC, because there is a ramp forcing a longer mining distance. As an expansion, sure, but at that point any other race should be equiped with the tools to stop it from happening or destroy it once it's there.
Bring back 2v2s!
pandamanana
Profile Joined April 2010
37 Posts
April 24 2010 04:43 GMT
#27
Replaced the two rocks at the High yield entrance with one rock that blocks any hatchery/cc/nexus from being built there. I also moved the two gas so that harvesters take the same time to harvest from each one instead of having one be farther away than the other.
Updated the pics in the original post
master of wood, water and hill
pandamanana
Profile Joined April 2010
37 Posts
Last Edited: 2010-04-28 21:29:49
April 28 2010 21:27 GMT
#28
If you didn't know before, my old overview was a fake. By that time I had only completed half of the map, so I simple mirrored it in photoshop to show you my over all idea, but I have FINALLY finished all of the terrain and doodads. I'd love to know what you guys think and suggest for fixing any problems that we can predict might arise (such as TvZ early game rushes). I have updated the Overview so that you can see the finished product. Also, I've been having problems with the editor's textures glitching into the cliffs to create a sort of stretched film from the ground to all of the cliff edges. This is fixed in game, but does make the map ugly up close, so I will refrain from taking any Close Up images until I fix this problem. I've greatly appreciated all of the suggestions and feedback that I've gotten so far and it really has helped me built a better map overall. Thank you.
master of wood, water and hill
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