[M] CruX Caldeum
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LS
Korea (South)145 Posts
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Sumadin
Denmark588 Posts
I am not too about all the alternative blocking used. I get you wanna respect protosses selfclaimed rights to be able to FFE, but overabusing the invulnerbility of reassources makes it kinda hollow. If anything it eliminates all chances of this becoming a ladder map. | ||
RFDaemoniac
United States544 Posts
Can you re-build an extractor/refinery/assimilator on the geyser to re-block it? The aesthetics are also subtly gorgeous. I also like the half high ground behind the mineral line of the 5:00 and 11:00 bases. It will create some cool elevatoring opportunities. The high ground next to the third that is through the rock mineral wall is nice, but I wish that it were a little more useful for defending pushes coming up that ramp next to it. | ||
Gfire
United States1699 Posts
Great to see gold bases used again, though. I hope this get's used just to see the gold and the different blocks get used in tournament play, to open doors for other maps in the future, even if this map doesn't turn out too well. | ||
IronManSC
United States2119 Posts
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monitor
United States2403 Posts
-The rush distance before breaking any rocks/assimilators is absurdly long -Holding the natural is going to be tricky, considering there are 3 (realistically 2) entrances -Fifth bases (excluding the middle golds) get uncomfortably close to the opponent compared to the fourths and thirds -The "protoss third" doesn't look like it is going to work very well. | ||
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FlaShFTW
United States10022 Posts
i feel like the third has too many entrances for you to defend if you are going to take a 3rd. Bottom postion for example. One large entrance to the third from the top, then that huge grayed area is another entrance that could potentially attack either main or natural. Then you have that assimilator block, then ofc the mineral/rock wall. Potentially, 4 areas you need to defend. | ||
XenoX101
Australia729 Posts
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xeqwist
55 Posts
Oh well I like these aesthetics better, and the alternative passages are still very cool and I hope we see more experimenting maps, because personally as a player/mapmaker I think the 'standard' is becoming pretty boring, and almost every map plays out the same, so it's good to see innovation! also go tell ATTx that he should release 'crux storm' (link) on TL, it's awesome! | ||
Sumadin
Denmark588 Posts
On August 30 2012 04:19 xeqwist wrote: Wait a minute... isn't this very similar to 'crux haven' ? (link) Oh well I like these aesthetics better, and the alternative passages are still very cool and I hope we see more experimenting maps, because personally as a player/mapmaker I think the 'standard' is becoming pretty boring, and almost every map plays out the same, so it's good to see innovation! also go tell ATTx that he should release 'crux storm' (link) on TL, it's awesome! Yea, it is not a complete retextsture like metropolis was, but certainly inspired. There is small changes to the center and the geyser blocks are new. Crux storm looks fun through i gotta say, that is a pointless supply depot if ever i saw one. | ||
Fatam
1986 Posts
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KapsyL
Sweden704 Posts
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RFDaemoniac
United States544 Posts
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EatThePath
United States3943 Posts
Unforetunately it's going to have a lot of these kinds of problems unless it gets heavily played and possibly revised: On August 30 2012 02:46 monitor wrote: The idea of a good third for each race is not my favorite concept. It is a clever idea but I doubt it is going to work. Here are some my concerns: -The rush distance before breaking any rocks/assimilators is absurdly long -Holding the natural is going to be tricky, considering there are 3 (realistically 2) entrances -Fifth bases (excluding the middle golds) get uncomfortably close to the opponent compared to the fourths and thirds -The "protoss third" doesn't look like it is going to work very well. The only thing I have to add is, are the mineral patches in the back wall stacked or large enough so that they can't be opened my a single mule? | ||
Gfire
United States1699 Posts
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thezanursic
5478 Posts
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NewSunshine
United States5938 Posts
On August 30 2012 06:21 thezanursic wrote: What's up with the depleted gas? You can destroy the assimilator, then there's enough space for small units like workers and zerglings to get through. | ||
Ribbon
United States5278 Posts
On August 30 2012 06:24 NewSunshine wrote: You can destroy the assimilator, then there's enough space for small units like workers and zerglings to get through. I've been waiting a really long time to see a map try these sort of neutral-lurker-egg shenanigans. Maps looks pretty neat. I'm excited to see it in a tournament. | ||
NewSunshine
United States5938 Posts
The thing is though, saying that 12 expansions is too many is an arbitrary constraint. This doesn't really help mapmaking. There are guidelines to follow, to be sure, but saying "this cannot be done" is one of the biggest things TL's mapmakers have been doing to kill their maps. If a map feels right with only 3 3/4 expansions per player, that's fine(see Daybreak, minus the bases next to the main), if it happens to have 6 expos per side, but looks good, that's fine too. Besides, 4-player maps have many more expansions. All that aside, I adore this map. Despite any linearity it may have, it shows a characteristic that goes all too ignored in mapmaking - this map looks legitimately fun to play on. I love how many cool new things it tries to do - the base count being one of them, and I really hope this map goes places, the mapmaking community the world over deserves to see what will happen. | ||
Gfire
United States1699 Posts
On August 30 2012 08:00 NewSunshine wrote: I'm surprised nobody mentioned how the map has 14 bases. They only say something when I do it D: The thing is though, saying that 12 expansions is too many is an arbitrary constraint. This doesn't really help mapmaking. There are guidelines to follow, to be sure, but saying "this cannot be done" is one of the biggest things TL's mapmakers have been doing to kill their maps. If a map feels right with only 3 3/4 expansions per player, that's fine(see Daybreak, minus the bases next to the main), if it happens to have 6 expos per side, but looks good, that's fine too. Besides, 4-player maps have many more expansions. All that aside, I adore this map. Despite any linearity it may have, it shows a characteristic that goes all too ignored in mapmaking - this map looks legitimately fun to play on. I love how many cool new things it tries to do - the base count being one of them, and I really hope this map goes places, the mapmaking community the world over deserves to see what will happen. Yeah, the 14 bases allows you to each have 6 and have two unused. Two will almost always go unused due to the bases being so close together. However, which 2 go unused might be different in different games. This is seen in 4p maps quite a bit, and shouldn't necessarily ruin a 2p map although most people here would say it's bad. I think it's a fine dynamic which works with 14 bases. I think it didn't work on BSB due to a lower total base count. Of course you have to watch out for players expanding towards their opponents and pushing up close to them. I think it's okay here because those sorts of things would happen near the corners, far away from the main and nat leaving you extremely vulnerable to counter attacks. It works better to take the center base in something like TvZ where you want to expand towards the opponent. | ||
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