[M] (2) Alysaar Deluge
Forum Index > SC2 Maps & Custom Games |
Randomaccount#77123
United States5003 Posts
| ||
Icetoad
Canada262 Posts
You finally decided to publish your secret map. Well right now I don't see any problem and If you need tester, I would gladly test it for you. Only concerns are how the mini map will be and how much you write, even it's not one of your longest(I dare you to make the longest post in the world of TL ![]() In one word, I would use is Awesome map. | ||
![]()
FlaShFTW
United States10017 Posts
I really love this map actually. It kinda gives me a feeling of a whole bunch of maps put together! (Shakuras styled Main-Nat, Crossfire style center sort of with the semi geometry shapes, ICCup Testbug with the golds being places under a regular base.) Overall, I'd give it a 10/10. again, GREAT JOB BARRIN! | ||
monitor
United States2403 Posts
![]() | ||
EatThePath
United States3943 Posts
I'm really interested to see how those shrubs dotting the ground by the gold play out in engagements. | ||
Archvil3
Denmark989 Posts
| ||
NewSunshine
United States5938 Posts
That, and this looks like a seriously good map. Looks like it would produce some really nice games. | ||
![]()
The_Templar
your Country52797 Posts
| ||
Praetorial
United States4241 Posts
| ||
ClysmiC
United States2192 Posts
Their are two attack paths to it that are both very easily accessible for the attacker. I think it'd be better if it were tucked in a little closer to the nat. Other than that, the aesthetics and balance look really nice! | ||
Antares777
United States1971 Posts
Where's the TL;DR? jk, great map Barrin! | ||
Athox
Norway64 Posts
| ||
Randomaccount#77123
United States5003 Posts
| ||
totalpigeon
United Kingdom162 Posts
Okay, so I share the concern over the macro third, numerous chokes or not the distance is going to make it tricky to deal with highly mobile harass, especially with the short air distance from the main to the third compared to the long ground distance from main to third. Furthermore, you also have a small choke to use to get up to it and defend it. If you let the enemy get up there in any large numbers, it'll be impossible to force them out, and an elevator push into the main might be ridiculously hard for zerg to hold from this position if it comes shortly after losing their third. Also, a couple of issues with the central plateau. The layout just doesn't seem to lend itself well to aggression in the early-mid game when the focus is on the main, natural and third. I'd really consider changing the direction of the ramps at the 5 and 11 o'clock positions of the plateau to face the mains. It would make aggressive movement through the centre much easier. And moving past the xel naga tower seems like it might feel a bit choked. I'm not saying that's strategically a bad thing, I really don't know how the gameplay will turn out around it and it's something I'd be very interested in watching especially as you can easily deny use of a ramp to the defending player while you hold the tower. I just worry that it might make actually getting by it with a big army awkward and/or annoying, especially as the other ramps off your own half of the plateau are very non-aggressive with regard to their direction and you're going to be somewhat vulnerable as you spread out while moving through it. | ||
Antares777
United States1971 Posts
EDIT: If this map doesn't win the TL/IPL contest I'd be extremely surprised. | ||
Meltage
Germany613 Posts
| ||
Samro225am
Germany982 Posts
On November 11 2011 20:13 Meltage wrote: I havnt spent a lot of time analyzing this, but the map reminds me of Travis' Scars of Aiur (thread). Maybe you could compare and learn from another's maps. travis can't win every contest! it would not be fair ![]() congratulation Barrin, wheather you took inspiration from Travis or not. We all learn from others and their maps, comments, ideas, re-interpretations, failures, etc. I am sure Travis took sth from Barrin's walls of text some time. | ||
RumbleBadger
322 Posts
After taking the natural, the most logical place to put the army is out in front of the natural. But, this location is rather hard to defend for a zerg player. There are various high grounds and chokes that lead into this area that will make it very easy for a toss or terran player to attack the zerg army (and then the natural) without experiencing too many losses. For example, it seems a terran player could seige a few tanks out on the central high ground or on the ramp and then race in with some bio forces and just destroy a zerg army. Or a toss player can FFE into some 6-gate pressure and crush the zerg player rather easily by either coming down that same ramp or through the level-ground gap between the central structure and the clockwise third structure. Another zerg problem is the third base. The counter-clockwise third is troublesome because the central highground is so near and the choke vertically adjacent to it is killer. A terran could seige a few tanks there and destroy the base or a toss could poke in with gateway pressure or colo and just mutilate the base. So the zerg is forced to take the clockwise third. The clockwise third, however, is troublesome too. The zerg player has to keep his army near the natural, but then will hardly be able to defend the far side entrance to the third. That area is simply too choky for good surrounds and too far away to really be helpful (and also very close to the opponents base, so it will be hard to see attacks coming...). Then once the toss/terran army gets into the choke leading right into the third base, there is no way for a zerg player to root out the army. That base is basically going to die, if maybe it will be a little harder to destroy than the counter-clockwise third. I guess what I'm getting at is that in general there are too many chokes and not enough open spaces. Here's a screenshot where I circle all the chokes that I would not want to move my army through as a zerg player: http://i.imgur.com/HNXn5.jpg Notice I basically circled the whole map. I don't want to bash too hard on this map, as the aesthetics look awesome and I really respect you as a map-maker, but if this was on ladder, I would veto it. Actually probably not, because I'd want to play on it a few times and it would be a nice aesthetic brake from blizzard maps, but if I really struggled to do well on this map, it would easily slide onto my veto list. I feel like I should comment more on the good things on this map, like the aesthetics and some of the really cool layout features (like the central structures) but I've spent a good half hour making this post and I'm too tired to type more. | ||
Randomaccount#77123
United States5003 Posts
| ||
G_Wen
Canada525 Posts
| ||
| ||