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EffectS' Concepts - Page 2

Forum Index > SC2 Maps & Custom Games
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Samro225am
Profile Joined August 2010
Germany982 Posts
January 24 2011 19:40 GMT
#21
dude, you sure sound pissed off.

one more point on cliffs: it's not cliffs in general. its just that three (four if you count HY) out of five expansions are controlled by cliff. there is one small and two triple ramps and both triple ramps can be controlled from on position (on top/in between).
It just screams turtling imo.

if you do not want any bigger changes: just open the middle low ground a bit and Zerg can use other units beside muta, too
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 25 2011 08:05 GMT
#22
Replying to topics when pissed(off) is usually a bad thing

There is some debris that opens it up a little, but if you park your army at either your natural or the gold, theres no way to really sneak by. The rocks are that close and the backdoor at the 3rd is that close...

Just ... stretch... a little ... must ... help ...
KCCO!
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 31 2011 11:07 GMT
#23
Made this concept, I might try and make it for MotM #2. Tried to make it already, but had alot of difficulties with some of the placement so decided to make it in paint first. Still don't know what to do with the center. Btw, the little circles are destructable rocks. Tell me what you think please!

[image loading]
Tôi không
Johanaz
Profile Joined September 2010
Denmark363 Posts
January 31 2011 13:48 GMT
#24
On January 31 2011 20:07 EunByuL wrote:+ Show Spoiler +

Made this concept, I might try and make it for MotM #2. Tried to make it already, but had alot of difficulties with some of the placement so decided to make it in paint first. Still don't know what to do with the center. Btw, the little circles are destructable rocks. Tell me what you think please!

[image loading]


Wrong thread - post it over here.
TPW Map Maker - theplanetaryworkshop.com
EunByuL
Profile Joined September 2010
Vietnam77 Posts
February 01 2011 07:54 GMT
#25
Oh thank you, I see you already put it on that thread aswell! TYVM.
Tôi không
SaltyDog
Profile Joined January 2011
Uganda73 Posts
February 01 2011 10:02 GMT
#26
The HY seems quite easy to defend, why not swap it with the 4th expo. Also IMO every map should have a watch tower unless it's really small. Put one slap bang in the middle on some high ground maybe, covering the rocks as well. I like the position of the rocks btw. Also one more expo would be nice, high level players just love expanding.
I'm unemployed, so I make maps.
EffectS
Profile Joined May 2010
Belgium795 Posts
February 03 2011 21:15 GMT
#27
Got another concept up, please tell me what you think. Personally I think the maps too big at the moment, just look at the size of main. However, playing it the map doesn't feel that big except for the main and third. I think this is because of the multiple paths along the mid.
TEEHEE
EffectS
Profile Joined May 2010
Belgium795 Posts
February 12 2011 16:20 GMT
#28
BUMP for new version out. Need some feedback!
Might remove the center xel'nage watchtower, not sure. Probably will.
Map bounds are: 106x112.
Here's analyzer of shortest paths:
+ Show Spoiler +
[image loading]
TEEHEE
EunByuL
Profile Joined September 2010
Vietnam77 Posts
February 16 2011 12:55 GMT
#29
I like the new one over the previous versions. I like the middle path, reminds me of Scrap Station. But I think the other paths are to tiny and protoss will own up on this map.

Sorry again for my mispost here ^_^.
Tôi không
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 16 2011 14:16 GMT
#30
I agree with EunByul. You can easily paint those 2 middle voids a little more, while keeping the same effect and still giving more room to breath.

I like the update overall tho, keep the xelnaga tower imo.
KCCO!
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