Phoenix
by lefix
weeeeeeeee, lava!
Information:
Uploaded to: EU
Playable Size: 126x136
Tileset: Ulaan+Tarsonis grass+custom
Bases: 10+2gold
XNT: 2
Aesthetics:
Analyzer:
+ Show Spoiler +
Forum Index > SC2 Maps & Custom Games |
lefix
Germany1082 Posts
Phoenix by lefix weeeeeeeee, lava! Information: Uploaded to: EU Playable Size: 126x136 Tileset: Ulaan+Tarsonis grass+custom Bases: 10+2gold XNT: 2 Aesthetics: Analyzer: + Show Spoiler + | ||
iGrok
United States5142 Posts
Because seriously, you are blowing my mind with these aesthetics. | ||
WniO
United States2706 Posts
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Zhiroo
Kosovo2724 Posts
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CoMMoDuS
Germany507 Posts
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Gfire
United States1699 Posts
I don't really support naming the map after a unit in the game, but whatever. I like the gold expos on the sides. It's kind of like Crossfire, and I like how it played out on that map, where it was fairly common to take a pretty fast hidden gold, and there were a lot of entertaining strategies there. With the way the main and natural are, it feels like a fast-expand map. Similar to TDA, but the map is smaller and with only two spawn positions, early aggression can be stronger. I hope a 4gate isn't too good, but I guess 4gate isn't much affected by rush distance so it shouldn't be any better than on TDA. The natural ramp is quite small, I think Shakuras Plateau has shown that it might be a bit too small at that size, but it will be fine on this map because of the rocks as well. Unlike on XNC, where the rocks are really only used to access the third, I like on this map how it doubles as a vulnerability to the natural. A vulnerability that attackers must utilize. It might be a bit boring that there's really only one possible third, other than a fast gold. It's not really a bad thing, but it could be a bit boring. But maybe players will opt for the other base if it's less vulnerable, should be pretty cool. At any rate, there are lots of bases to take without too much trouble, but there's also some vulnerabilities to rushes since there's no ramp. Along with the nice gold expansions, I think there could be some great variety in gameplay. Very good map. (: | ||
Ragoo
Germany2773 Posts
On July 17 2011 00:30 Gfire wrote: It might be a bit boring that there's really only one possible third, other than a fast gold. It's not really a bad thing, but it could be a bit boring. But maybe players will opt for the other base if it's less vulnerable, should be pretty cool. I thought the brilliant part about this map is that there are two possible thirds. One counter-clockwise where you expand towards the center and the great position on the watchtower and one clockwise where you expand away from your opponent and get an easy fourth As I said in the other thread I love your textures, so f-ing great <3 | ||
Superouman
France2195 Posts
(*facepalm* i forgot to put the picture in the original post...) Thank you for making a good natural with the main choke behind the nat choke and putting overlord spots at the natural. (i won't kill a kitten thanks to you!) These are the basics but i can count on my hands how many people do it. Great job for making a map split perpendicular to the natural choke. :3 | ||
EatThePath
United States3943 Posts
On July 17 2011 00:30 Gfire wrote: I hope a 4gate isn't too good, but I guess 4gate isn't much affected by rush distance so it shouldn't be any better than on TDA. If anything closer rush distance provides the option of using earlier gateway strategies that try to punish the stock 4gate timing by chrono'ing out some guys before their warpgate is finished. So that's good. In any case it's always harder to defend 4gate on this style because you need 2 forcefields and they already have vision for warping in zealots. I'm a little worried about how easy it is to take a 3rd base after forge FE in PvZ. You can wall your front completely and then leave through your rocks when you're ready, and you should be able to set up a 3rd with cannons if you want without any sort of danger. (I assume you spent your time after FE getting a sweet tech army). If Shakuras is bad sometimes I don't see how this is better (in that department). Other than that I have no issues. Of course the XWT are strong, but I don't think it'd be easy to hold both indefinitely. I like it when a map rewards presence anyway. | ||
MetalLobster
Canada532 Posts
On July 17 2011 08:13 EatThePath wrote: Show nested quote + On July 17 2011 00:30 Gfire wrote: I hope a 4gate isn't too good, but I guess 4gate isn't much affected by rush distance so it shouldn't be any better than on TDA. I'm a little worried about how easy it is to take a 3rd base after forge FE in PvZ. You can wall your front completely and then leave through your rocks when you're ready, and you should be able to set up a 3rd with cannons if you want without any sort of danger. (I assume you spent your time after FE getting a sweet tech army). If Shakuras is bad sometimes I don't see how this is better (in that department). . Good point. Maybe make that 3rd 6 patches and 1 gas? | ||
Superouman
France2195 Posts
The fourth is far too easy to defend and too close to the 3rd. I suggest you to move the 4th farer from the 3rd and according to that, you should move the gold a little bit. | ||
SpecFire
United States1681 Posts
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hobbidude
Canada171 Posts
The only thing thats iffy to me is the ramp to the highground from the third option infront the man. It needs to be horizontal and a little wider. Visually the ramp looks fine, but i think gamewise its too small and restrictive. With the ramp as small as it is, if you grab that third base the highground has a huge advantage over you and also force to into a choke to defend. Now you might say then keep your forces on top to defend but what if you need to retreat or worse go back to cover your main/nat (units will have issues going on ramp and turn the corner). Also as Superouman add, you kinda need another secondary path between the mains so widening that ramp would make that easier too. | ||
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