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[M] (2) Crux Abyssal City LE

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 6 7 Next All
CruxEWPrime
Profile Joined July 2012
Korea (South)27 Posts
Last Edited: 2012-07-26 09:03:42
July 26 2012 08:59 GMT
#1
[image loading]
Overview:
[image loading]

Bases:
•+ Show Spoiler +

[image loading]

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[image loading]

[image loading]

[image loading]


Aesthetics:
•+ Show Spoiler +

[image loading]

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*Map Name : Crux Abyssal City LE

*Published : KR (심해 도시)

*Tileset : 자쿨다스(황무지)

*Size : 144x128

*Suggest Players : 2 Players

*Amount Of Resourse :

본진 : 8m 2g (3 o'clock 9 o'clock)
앞마당 : 8m 2g (2개)
확장 : 8m 2g(2개) 1 o'clock 7 o'clock

8m 2g(2개) 6 o'clock 12 o'clock

8m 2g(2개) 5 o'clock 11 o'clock


*Version : 1.0


*Concept And History

Concepted by Abyssal City


Created by EastWind

TeamCrux.tistory.com
ps94406@naver.com


*character

[언덕지상][복합][전면전][전술형]

*type

Strategy


Hey :D I'm Crux_EastWindy


This Map's Concept is Abyssal City

Abyssal City LE [심해 도시] 1.0ver Published.[KR]
Team Crux EastWindy Prime
CruxEWPrime
Profile Joined July 2012
Korea (South)27 Posts
July 26 2012 09:02 GMT
#2
Oh.; I'm sorry i miss the title add [M]

Srry;;((
Team Crux EastWindy Prime
lost_artz
Profile Joined January 2012
United States366 Posts
Last Edited: 2012-07-26 09:14:28
July 26 2012 09:13 GMT
#3
+ Show Spoiler +
[image loading]


It's a beautiful map. It almost looks as if you're underwater yet clearly you can be because the land is above.

9.5/10 aesthetics.

I would give 10/10 but that bridge (?) in the dead center of the map looks out of place.

Can't speak to balance, no KR account.
RayOfTheVoid
Profile Joined May 2011
Norway95 Posts
July 26 2012 11:08 GMT
#4
Beautiful aesthetics ^^ but sadly i dont have a kr account, can you please upload it to eu? :D
En Taro Adun, Executor.
HDgBober
Profile Joined March 2012
25 Posts
July 26 2012 11:17 GMT
#5
Please, downowload this map to Eu server.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-07-26 14:56:18
July 26 2012 11:18 GMT
#6
Eye-gougingly beautiful. The lighting adds a very unique feel to it. The 2 tier surroundings is really clever, and works perfectly with the fog. The way top map makers use the same doodads as everyone else but manage to make them feel perfectly integrated with the theme they were going for always amazes me.

As for the layout, I like it a lot. It's not too macro (read turtle) friendly which I like, I think the main/nat/3rd layout is really unique and will provide some interesting dynamics. The only thing I have slight concerns over is siege tanks parked at the half base but it's probably unfounded. I would love to see some games on this, is it a potential GSL map?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
DMR_Chane
Profile Joined July 2012
23 Posts
July 26 2012 11:41 GMT
#7
do you need somebody to upload it to EU?

EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 26 2012 12:24 GMT
#8
This is a work of art. Wow.

Obviously a lot of thought was put into the layout. My only reservation is that the corner 3rd base is so far away, very hard to defend in PvZ and maybe trouble for TvZ too, although terran will happily take the center base. Perhaps protoss can use a cannon strategy for a fast 3rd in the center too.

I can't wait to see this in action!
Comprehensive strategic intention: DNE
Aunvilgod
Profile Joined December 2011
2653 Posts
July 26 2012 12:44 GMT
#9
and the highground pods continue their domination...

quite Muspelheim-esque.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
shadogi
Profile Joined November 2011
United States194 Posts
Last Edited: 2012-07-26 12:51:42
July 26 2012 12:51 GMT
#10
This looks really cool. I really like how you setup the third. My only concern is the length between the natural and third, but that might just be the angle of the picture.

Beautiful looking map!!!

EDIT: My last concern is that the towers are too powerful. Do they cover the entire walkway?
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 26 2012 13:08 GMT
#11
The only thing I don't really like is the name. Abyssal City doesn't really say much about it imo. Also why is it LE? Will it be used for next season's ladder?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Bolino
Profile Joined June 2011
Netherlands16 Posts
July 26 2012 13:32 GMT
#12
Same question as the guy above me: Why LE? I have my doubts that this is a 'league edition' that's going to be on the ladder. Apart from that, looks very good, and if you upload to EU, I will have a chance to actually try it!

So upload to EU gogogo!
Fac Sapias et Liber Eris
DMR_Chane
Profile Joined July 2012
23 Posts
July 26 2012 13:48 GMT
#13
the map is very balanced and beautiful.

I place it just under concrete kingdom for that matter.
jdsowa
Profile Joined March 2011
405 Posts
July 26 2012 13:48 GMT
#14
Very nice looking, as the others have said.

Not sure there is enough space inside the main/nat for terran and protoss production structures?

And my other concern is that this map would encourage very passive play, like "Entombed", because the 3rd basically only has 1 attack path.
CruxEWPrime
Profile Joined July 2012
Korea (South)27 Posts
Last Edited: 2012-07-26 14:00:59
July 26 2012 14:00 GMT
#15
Why this map's version LE is.

Because I post on PlayXP.

And First version had too much Frame Drop.

And I made Low Edition version, i post on TL.
Team Crux EastWindy Prime
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 26 2012 15:33 GMT
#16
:-O its so pretty... I particularly like the sealab 2020 cluster of doodads. I had a similar thought as EathThePath, my thought being that it would take a long time for queens to get down to the third base and there are nice spots to stick air units - doodad clusters and highground pods, but in the current meta game that just makes it more interesting... I hope this map catches on.
~ ~ <°)))><~ ~ ~
Dexington
Profile Blog Joined January 2011
Canada7276 Posts
July 26 2012 15:34 GMT
#17
A map with a different layout than normal! Excited to see how it works.
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 26 2012 15:40 GMT
#18
So pretty... :L
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 26 2012 15:57 GMT
#19
On July 26 2012 23:00 CruxEWPrime wrote:
Why this map's version LE is.

Because I post on PlayXP.

And First version had too much Frame Drop.

And I made Low Edition version, i post on TL.


LE normally means Ladder Edition, like Tal'Darim or Daybreak Ladder Editions without the half bases.
It's confusing if you use LE = Low Edition.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
July 26 2012 16:10 GMT
#20
With three chokes to defend to take your third, it seems a bit of a struggle. However, relooking at the map, since rush distances are so long, there shouldn't be too big of a problem with it, since one of them is easily walled off as well.

Very pretty map, love it a lot. Usually when a map has the middle mains, the corner expos behind the mains become very underused. Not the case here. I can see them coming into great use.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
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