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[M] (2) Crux Conflict Region

Forum Index > SC2 Maps & Custom Games
Post a Reply
EastWindy
Profile Joined February 2012
Korea (South)9 Posts
May 25 2012 14:32 GMT
#1
[image loading]

Map overview

[image loading]

Crux Conflict Region

Created by Crux_EW(=EastWindy)
Suggest players 2
Playable 140 X 128

Published KR(분쟁 지역)

[image loading]

[image loading]
StarCraftⅡ - Crux EastWindy
Frankon
Profile Joined May 2010
3054 Posts
May 25 2012 15:25 GMT
#2
Holy shit love the map aesthetics.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
May 25 2012 15:38 GMT
#3
Great map, but the name is so lol.
redoxx
Profile Blog Joined October 2010
United States333 Posts
May 25 2012 15:42 GMT
#4
It seems very friendly to ling counters because of the split ramp to the natural, but maybe the thirds are a little too hard to hold? I'm not sure, but looking at it from a protoss perspective, I think I would end up 2-base all inning every game so I wouldn't have to go lategame where holding 3-4 bases would be difficult. I'm not saying it's bad, because every map pool needs diversity, but I think that's the type of map it will be.
The horror...the horror
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
Last Edited: 2012-05-25 15:45:00
May 25 2012 15:43 GMT
#5
those high grounds are really important positions and it just seems to me like siege tanks up there would be way too powerful, as theyd be able to hold 3 bases without moving, especially since all the ramps to the high ground are so narrow.

even against protoss i feel zerg would have a really hard time, as they can just get colossus up there, and keep poking down and then forcefielding,and zerg would never be able to get them off that high ground.
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-05-25 16:19:49
May 25 2012 16:19 GMT
#6
Holy aesthetics.

Oh god, the gameplay is even better. This map is pure sex to me.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
RumbleBadger
Profile Joined July 2011
322 Posts
May 25 2012 16:22 GMT
#7
On May 26 2012 00:43 EcstatiC wrote:
those high grounds are really important positions and it just seems to me like siege tanks up there would be way too powerful, as theyd be able to hold 3 bases without moving, especially since all the ramps to the high ground are so narrow.

even against protoss i feel zerg would have a really hard time, as they can just get colossus up there, and keep poking down and then forcefielding,and zerg would never be able to get them off that high ground.

As a zerg I don't think it would be a problem. There's high ground on every map. It's not too hard to deal with, given the number of pathways around this map.
Games before dames.
Meltage
Profile Joined October 2010
Germany613 Posts
May 30 2012 10:12 GMT
#8
the middle bases seems very open to me, all open in the same way and are on the same height (lack of diversity) and seems too close to another.

It's a simple yet inspiring concept though. The aesthetic concept and execution is pretty cool
http://mentalbalans.se/aggedesign
Meerel
Profile Joined March 2012
Germany713 Posts
May 30 2012 13:11 GMT
#9
im sorry but this kind of concept was bad 5 month ago and now its terrible.
circlesyndrom, but as long as it is a crux map who cares right?
SDMF
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 30 2012 17:31 GMT
#10
On May 30 2012 22:11 Terranlover wrote:
im sorry but this kind of concept was bad 5 month ago and now its terrible.
circlesyndrom, but as long as it is a crux map who cares right?


it's better than dual sight though
Comprehensive strategic intention: DNE
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 30 2012 17:39 GMT
#11
i don't see any circle syndrome here
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
iGrok
Profile Blog Joined October 2010
United States5142 Posts
May 30 2012 18:07 GMT
#12
This map has no variation in engagement size. There is no open space vs closed space dynamic, every engagement is the same no matter where you choose to do it.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
ragz_gt
Profile Blog Joined April 2012
9172 Posts
May 30 2012 19:21 GMT
#13
I think it would be better to move the 6th base to the high ground and make the high ground more open, maybe combine two ramps to make a huge ramp.
I'm not an otaku, I'm a specialist.
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