![[image loading]](http://i.imgur.com/tgrt2.jpg)
oZz Flamestrike v4.1
Playable Bounds: 124x128
Bases: 10 (No Golds)
Published on SEA
Created by eSaSaNiTY (eTcetRa / feniXsix on NA).
Close Ups and Details
+ Show Spoiler +
Tower Activation
+ Show Spoiler +
Forum Index > SC2 Maps & Custom Games |
eTcetRa
Australia822 Posts
![]() oZz Flamestrike v4.1 Playable Bounds: 124x128 Bases: 10 (No Golds) Published on SEA Created by eSaSaNiTY (eTcetRa / feniXsix on NA). Close Ups and Details + Show Spoiler + Tower Activation + Show Spoiler + | ||
Sea_Food
Finland1612 Posts
So many bases on such a small map might make this zerg unfavored, especially since expanding towards the enemy seems quite easy. I would probs remove a base from both sides. | ||
Icetoad
Canada262 Posts
The base at the 5'oclock should be only a 1 gas with 6 mineral, cause don't forget that gas in sc2 is really important and having easily 6 gas almost right off the bat is hard to balance and will favored strat that require a lot of gas. Having an analyzer image for rush distance and summary would be really useful to look at more in deep. At each map you make you become better and better. | ||
WniO
United States2706 Posts
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eTcetRa
Australia822 Posts
WniO, i didn't realize this layout was so overused, maybe I should pay more attention ![]() | ||
LunaSaint
United Kingdom620 Posts
Aesthetically, I really like the choice of cliffs and textures and everything. | ||
Antares777
United States1971 Posts
I like the design of the map, it is similar to Razed with the middle strip of low ground and the outside edges where most of the expansions are placed. I'm not so sure how I feel about the sneak path between the low ground third and fourth, but it's definitely a creative touch. I can see that there are three main paths between the two sides of the map divided by the central low ground chasm, and that the XWTs cover the two outside paths minus the sneak paths. I feel that even though their range does not cover the sneak path, it covers most of the exit and entrance of that area, so if someone controls the tower, they should be able to tell if someone is using the path. To avoid being spotted, an army would have to move through the mineral line of the low ground third. Also, the path (correct me if I'm wrong) exists because of the XWTs, as a way to get around them. The middle path is even covered by the XWTs if you go from natural to natural or even going across. I know that it's uncreative to put a single XWT in the center of the map, but the two XWTs that are set up now reveal too much stuff IMHO. Aesthetically, this map looks pretty ![]() | ||
Bango
United States106 Posts
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eTcetRa
Australia822 Posts
On August 19 2011 06:51 Antares777 wrote: I just played with someone whose username was Flamestrike on Star Battle. He died within three minutes, but my team managed to make a comeback anyway. ^^, I like the design of the map, it is similar to Razed with the middle strip of low ground and the outside edges where most of the expansions are placed. I'm not so sure how I feel about the sneak path between the low ground third and fourth, but it's definitely a creative touch. I can see that there are three main paths between the two sides of the map divided by the central low ground chasm, and that the XWTs cover the two outside paths minus the sneak paths. I feel that even though their range does not cover the sneak path, it covers most of the exit and entrance of that area, so if someone controls the tower, they should be able to tell if someone is using the path. To avoid being spotted, an army would have to move through the mineral line of the low ground third. Also, the path (correct me if I'm wrong) exists because of the XWTs, as a way to get around them. The middle path is even covered by the XWTs if you go from natural to natural or even going across. I know that it's uncreative to put a single XWT in the center of the map, but the two XWTs that are set up now reveal too much stuff IMHO. Aesthetically, this map looks pretty ![]() I actually agree with your XWT assessment, I never like having towers rant to much scouting information, and I might reduce the range of the towers significantly. Originally they covered the outside paths but not the middle but some people I play-tested with said they were useless and needed to cover the middle (i disagreed but more people were telling me that this was the case). Further feedback and more testing will determine how i change the towers (be it 2 further outside or one in the middle). As far as making the middle expansions gold, it is possible as they are very vulnerable. But having two gold expansions so close together might be tough to balance, perhaps rocks on the expansions and losb's between the two? I am also tempted to reduce the overall resources on both possible thirds to 7M1G, or 6M 1G, and keeping the low ground fourth & high ground fourth 7M 2G. It will all depend on what happens to the middle bases. Thanks for the feedback, I'm taking it all in! | ||
exeONEmaxi
Ukraine10 Posts
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eTcetRa
Australia822 Posts
***IMAGE REMOVED TO PREVENT CONFUSION WITH NEW UPDATE*** I know I know it seems unoriginal to plop a tower in the center of the map but i believe it is probably the best option, unless i mess with the data editor to reduce the vision radius on towers and put them towards the edge of the map. Love some input, I need guidance! :D Edit: Ignore the rocks. I was contemplating making the middle bases gold, so the rocks would only be there if i decided to put golds on the map.. | ||
eTcetRa
Australia822 Posts
Thoughts? ![]() | ||
Bswhunter
Australia954 Posts
I guess this makes it pretty good for PvZ (With the protoss being able to walloff the 3rd easily) Also like the layout of the center. It makes for good counter attacks possible as zerg. One thing that I might consider adding would be making it possible for units to move from left to right without being seen by the watchtower. I think it could make for a very nice nuance that would reward skill/creativity/knowledge in this map. | ||
eTcetRa
Australia822 Posts
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a176
Canada6688 Posts
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eTcetRa
Australia822 Posts
![]() | ||
eTcetRa
Australia822 Posts
So the OP has been updated with the latest images and details. Some changes are a tile set and lighting change, and some slight resource layout changes. Thoughts? :D | ||
Randomaccount#77123
United States5003 Posts
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eTcetRa
Australia822 Posts
And to enlarge the dead space in the middle holes? Thanks! | ||
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