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Active: 4624 users

[M] (2) Phoenix

Forum Index > SC2 Maps & Custom Games
Post a Reply
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-07-16 11:59:56
July 16 2011 11:56 GMT
#1
[image loading]

Phoenix
by lefix

weeeeeeeee, lava!

Information:
Uploaded to: EU
Playable Size: 126x136
Tileset: Ulaan+Tarsonis grass+custom
Bases: 10+2gold
XNT: 2

Aesthetics:
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 16 2011 12:08 GMT
#2
Are you koagel in disguise?

Because seriously, you are blowing my mind with these aesthetics.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 16 2011 12:33 GMT
#3
cool style, but everything looks the same
Zhiroo
Profile Joined February 2011
Kosovo2724 Posts
July 16 2011 13:03 GMT
#4
Best lava map I've seen so far.
LoL EuW: Zhiroo - By starting this squabble you've proven nothing but how vast your stupidity is.
CoMMoDuS
Profile Joined February 2010
Germany507 Posts
July 16 2011 13:17 GMT
#5
Really fun map for long macro games, just played on it. Looks really nice as well.
There is no unemployment amongst overlords-Artosis
Gfire
Profile Joined March 2011
United States1699 Posts
July 16 2011 15:30 GMT
#6
Hmm.. for some reason, it reminds me of D3 graphics. Interesting. Aesthetically, I think it's quite nice, although a bit bland. It doesn't feel like the levels are separated too much when it comes to textures, which isn't really a bad thing but I think it looks nice when it's a bit different Overall it looks nice, very pretty but not overwhelmed with doodads, it should be easy to see everything. Excellent work. Though, it almost feels like just having fog and no lava would be better, I don't know.

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. (:
all's fair in love and melodies
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 16 2011 15:40 GMT
#7
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
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2011-07-17 11:47:06
July 16 2011 22:19 GMT
#8
I suggest you to add two side paths near the Xel'Naga towers. Right now, you control the towers and you are able to lockdown all your half. With these side paths, you are able to do flank maneuvers.
[image loading]
(*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
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 16 2011 23:13 GMT
#9
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.
Comprehensive strategic intention: DNE
MetalLobster
Profile Joined May 2011
Canada532 Posts
July 16 2011 23:51 GMT
#10
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
Profile Blog Joined August 2007
France2195 Posts
July 17 2011 17:23 GMT
#11
The main choke is too big, you should reduce it to 5 squares. And i am not a fan for this kind of chokes, ramps are far better.

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.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
SpecFire
Profile Joined December 2010
United States1681 Posts
July 17 2011 17:36 GMT
#12
upload to NA PLZ
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-07-18 12:12:35
July 18 2011 12:12 GMT
#13
Stunning visuals and absolutely love the concept. The organic cliffs in the lava mix are beautiful.

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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