A very low yield expansion sounds interesting.
[M] Korhal Cove - Page 2
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Kanil
United States1713 Posts
A very low yield expansion sounds interesting. | ||
Iri
150 Posts
On May 04 2010 11:38 frog HERO wrote: There are destructible rocks, you wouldn't be able to land the command center. Which actually strikes me as a bit of a problem... zerg can clear/build this base for the cost of a nydus worm using units they would build normally and without a significant investment of army time. Throw the roaches in the network, blow the rocks, jump back through. Protoss may be able to do something similar with blink. If not, zerg has a clear advantage, as terran and toss would both be able to clear with units built for standard play, but would have to commit army time... somewhat substantial army time, in the case of a toss w/ only one prism. Can you weaken the rocks? Just enough hp to prevent a cc from landing 5 scvs and clearing a spot, but not enough that a banshee or prism w/ immortal couldn't clear 'em in just a few seconds should even things up. Other than that I like it. Easy to defend late early game reaps... just park a stalker/roach/maraud on the bridge so they have to go around. The bridges reduce the possibility of some specific timing attack types... for instance, a colossus push would be massive fail... and favor ranged army composition, but... nothing new there. And early/mid-game would be interesting because of all the proxy potential. | ||
CryGirl1921
Poland78 Posts
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NastyMarine
United States1252 Posts
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Kinky
United States4126 Posts
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NastyMarine
United States1252 Posts
Added two low yield expansions behind the naturals. These minerals are only 750 a piece and the lone gas nodes are 1250. I updated the Map Legend to pin point all the destructibles. Terrain decoration enhanced (particularly some Dark sand transitions and the 12 o'clock area). | ||
Risen
United States7927 Posts
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ProoM
Lithuania1741 Posts
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NastyMarine
United States1252 Posts
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FabledIntegral
United States9232 Posts
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Chriamon
United States886 Posts
Also, the expo connected to your main would be VERY easy to secure. I think you should add a ramp (or at least destructable rocks). EDIT: Looking at it, the rush distance by ground is also very short. Perhaps one of the shortest of any map. Reapers could get in extremely quickly. | ||
prodiG
Canada2016 Posts
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CowGoMoo
United States428 Posts
On May 04 2010 11:26 kNyTTyM wrote: it looks like a flipped paranoid android. Nice though I always think of PA when I look at ScrapStation. The textures on this map make me think its on fire or something. | ||
NastyMarine
United States1252 Posts
![]() I did this about 3 years ago. | ||
kickinhead
Switzerland2069 Posts
Also, I guess it's big enough to not reward rushing and timing-attacks as much and the Nat is fairly easy to defend early on. The only Problems I have with the Map is the very short Air-Distance, which will definitely lead to Banshee/VoidRay/Muta-abuse and the fact that kinda having two Naturals will be easier to abuse for Zerg... But I'd much rather play this Map than any of the Maps Blizz has spewed out so far! ^^' | ||
nimbim
Germany983 Posts
I suggest shortening the bride and shorten the small cliffs behind the expos, they could be extended as indicated. + Show Spoiler + ![]() | ||
NastyMarine
United States1252 Posts
My main concern is that I want more emphasize on the 12, 1, 2, and 3 o'clock positions that way the short distance route (the narrow bridge) isn't always the correct route to take. | ||
neobowman
Canada3324 Posts
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NastyMarine
United States1252 Posts
thanks tl! | ||
MasterReY
Germany2708 Posts
9o'clock has the geysirs in the way to build production buildings near ramp. why not make mains the same?? | ||
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