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[M] (2) White Fire

Forum Index > SC2 Maps & Custom Games
Post a Reply
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2012-01-22 11:42:37
January 21 2012 19:16 GMT
#1
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They said the white fire would sell for millions... They didn't say what we'd meet there, down deep under the ground.....

White Fire
By ArcticRaven


hey again TL !

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Summary :
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Map is 144x120 ; main to main distance is 182 (quite long) and nat to nat is 154 (quite long too) However.... Reaper/air is f***ing 98. So enjoy yourselves with reapers, phoenixes and mutas ! large chunks of airspace and nat/main setup make air play quite better than on other maps - and reapers have a lot of ways inside the main (reaper backdoor hell yeah !)

FFE wall :

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Other than that... I'll just let you enjoy the beauty pics :D.

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[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
goal 888
Profile Joined April 2011
167 Posts
January 21 2012 19:26 GMT
#2
Nice looking. Seems alot like Daybreak. Also xel naga towers seem like they cover way too much area.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 21 2012 19:47 GMT
#3
I wouldn't mind you teaching me how to do that sort of aesthetics ^^
Corners seem chokey, otherwise very nice.
ModeratorI am still alive, somehow
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10578 Posts
January 21 2012 20:46 GMT
#4
you need more entrances to the map. you can take your side of 6 bases by controlling about 2.5 chokes.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ArcticRaven
Profile Joined August 2011
France1406 Posts
January 21 2012 21:52 GMT
#5
So, to answer you all...;
1) The map has nothing at all in common with Daybreak. I fail to see any kind of similarity beyond the number of spwns and their positions. For the Nagas, they don't cover one of the attack paths and so it should be ok.
2) Thx ! It's not that hard. You just need to experiment with textures a lot and buy a computer with a good graphics card ^^. More seriously, I think Tendrils is the most beautiful doodad from the editor, so all credits go to Blizzard. On the chokiness of the corners, I think you are right. I'm going to widen it a little bit.
3) Controlling 3 chokes that are so far away from one another is quite impossible vs zerg and you're going to get runbied all the time. Against terran, I hope that Reaper/drop play will be enough to shut this down - the comment about lings stays true about hellions, too. Against toss... There's a lot to be done with colossi/blinkstalker/prism play. You'll just have to learn to play more mobile than usual . I don't even know why you are thinking turtling will be remotely possible. There is a ton of alternate paths, plenty of airspace for drop/harass play, the main is very vulnerable to flying agression.... There's plenty of room to abuse immobility, so it should be ok to have a somewhat choky map, even though I'm still working on opening it a bit.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Venomsflame
Profile Joined February 2011
United States613 Posts
January 22 2012 00:14 GMT
#6
I love it. My only issue with it is that the rocks in front of the third don't really add much to the map... Opening that attack path is not going to be much different than the other 2 entrances to the third anyway. It could help set up flanks or allow a path to the third to open up a little easier but at the time in the game they would be broken they are almost useless anyway. Especially with it being the high ground.
Carmine
Profile Joined September 2010
United States263 Posts
January 22 2012 03:36 GMT
#7
You obviously put a lot of work into this map. I like it a lot.
Terran was created third, with purity of tanks.
FlaShFTW
Profile Blog Joined February 2010
United States10578 Posts
January 22 2012 03:41 GMT
#8
On January 22 2012 06:52 ArcticRaven wrote:
So, to answer you all...;
1) The map has nothing at all in common with Daybreak. I fail to see any kind of similarity beyond the number of spwns and their positions. For the Nagas, they don't cover one of the attack paths and so it should be ok.
2) Thx ! It's not that hard. You just need to experiment with textures a lot and buy a computer with a good graphics card ^^. More seriously, I think Tendrils is the most beautiful doodad from the editor, so all credits go to Blizzard. On the chokiness of the corners, I think you are right. I'm going to widen it a little bit.
3) Controlling 3 chokes that are so far away from one another is quite impossible vs zerg and you're going to get runbied all the time. Against terran, I hope that Reaper/drop play will be enough to shut this down - the comment about lings stays true about hellions, too. Against toss... There's a lot to be done with colossi/blinkstalker/prism play. You'll just have to learn to play more mobile than usual . I don't even know why you are thinking turtling will be remotely possible. There is a ton of alternate paths, plenty of airspace for drop/harass play, the main is very vulnerable to flying agression.... There's plenty of room to abuse immobility, so it should be ok to have a somewhat choky map, even though I'm still working on opening it a bit.

the chokes arent that far away. and seeing as how the terran can just make like bunker/depot walls, the chokes become even smaller.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
DashedHopes
Profile Blog Joined November 2010
Canada414 Posts
January 22 2012 06:29 GMT
#9
Wow, really man, wow, i really wish i could make maps like this. If only blizzard would notice they have monkeys making their maps, they should be using maps like these..
Absurd Bunny
Profile Joined June 2011
168 Posts
January 22 2012 06:31 GMT
#10
It seems like a sideways version of crossfire......
The asthetics are amazing, but TvZ looks easy considering how wide the middle of the map is.
dudecrush
Profile Joined August 2010
Canada418 Posts
January 22 2012 06:40 GMT
#11
Well done!

I really appreciate the well paced destructible rocks. They do not hinder actually taking your back third, but simply slow down the direct path from where your army wants to be to your back third. Genius!
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2012-01-22 11:43:03
January 22 2012 10:59 GMT
#12
the chokes arent that far away. and seeing as how the terran can just make like bunker/depot walls, the chokes become even smaller.


I don't really think walls are viable on chokes bigger than 4rax size. But I'm going to open it up if you insist, doesn't cost much.

You obviously put a lot of work into this map. I like it a lot.


Wow, really man, wow, i really wish i could make maps like this. If only blizzard would notice they have monkeys making their maps, they should be using maps like these..


Well done!


Much thanks sirs ! Looking forward to see custom melee maps on ladder.

It seems like a sideways version of crossfire......


Man I hope this is a joke. Daybreak ? Crossfire ? And why not Taldarim Altar while you're playing this game ?

TvZ looks easy considering how wide the middle of the map is.


There is plenty of rooms for counterattack and flanking - and harass. You just have to prepare your engagements well.

going to open things a bit, I'll post the new version today. Edit : done.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
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