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The main is kinda big, might give an advantage to toss since they can hide tech easily.
This looks like a good map for HotS, the bridges can be controlled by widow mines.
The way it's set up though it seems kinda asymmetrical, you should rotate the entrance of the bottom base.
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OH CRAP. I made a map that's almost exact as this... T.T Because Well, this is from Odd Eyes as well.
People said this kind of layout is not necesarily good in sc2, although it was good in sc1 (they were reliable people).
Well, I'm a really sad puppy
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Really cool map, both gameplay-wise and aesthetics. Looking forward to seeing games on this.
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I like how in this map it's not like 1-2 neutral bases are contested but after your third you literally decide, do I want the left three bases or the right three bases. And both halfs are very different yet I don't see any clear advantages generally speaking, so it depends on your style/race/strategy what you want to do and which side to grab.
Very nice adaptation and good execution as always, would love to see it being played in ESV Weekly.
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One of the problems I see with this map is that Terran and Protoss can effectively "checkmate" a Zerg player with the fourth base. Zerg will always take their fourth first, and if the Terran or Protoss just expands in the same direction the rush distances are so short that they can cripple the zerg's new expand while easily defending their own.
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dezi
Germany1536 Posts
I liked this one in BW but not sure if it actually plays out that good in SC2 - might 4ths might be to close nearby - would give it a shot though. Thx for publishing on EU already
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On July 27 2012 19:13 Yonnua wrote: One of the problems I see with this map is that Terran and Protoss can effectively "checkmate" a Zerg player with the fourth base. Zerg will always take their fourth first, and if the Terran or Protoss just expands in the same direction the rush distances are so short that they can cripple the zerg's new expand while easily defending their own. Yeah, I was gonna comment on this too. It seems that zergs always get shafted in this style of symmetry, because it's very hard to make a map like this where you can expand away from your opponent. The opponent can always just expand the same way and shrink the rush distance to essentially zero.
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I don't think that's a problem. For the fourth Zerg doesn't have to commit to one. They can easily take one on both sides and then abandon one if it gets in trouble or just start a hatch on the fourth they did't take the moment they see toss/terra trying to expand towards them.
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On July 28 2012 01:16 Ragoo wrote: I don't think that's a problem. For the fourth Zerg doesn't have to commit to one. They can easily take one on both sides and then abandon one if it gets in trouble or just start a hatch on the fourth they did't take the moment they see toss/terra trying to expand towards them.
I agree, I think it will work a bit like cloud kingdom in that way. It would be a problem if it was the 3rd but its not too bad for the 4th. Incidentally Nullcurrent already did a remake of odd eye but didn't release it.
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United States10013 Posts
Inb4 this map crashes due to power outage.
Terran PFs are going to be super strong at those bottom left corner bases, especially the corner. otherwise, this map looks amazing. very well put together!
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Good job on the symmetry work. Granted, it's harder to do in BW but this still looks tough to do. Think this map works really well in SC2.
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<3 odd-eye. <3 timetwister.
Sort of a standard treatment but it still looks quite good. I'd like it better if there was smaller (or no) lowground grass path that loops around the tower below the SW highground pods.
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I like how all the mineral lines are exactly the same :D
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They don't really have to be exactly the same, just need to have the same # of "back" or "far away" mineral patches. 2 back patches per base seems to be the most common setup.
Cool map, although I think the excess/spread of all those protoss decals is kind of distracting and isn't pretty. Maybe that's just me though.
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On July 28 2012 04:13 NewSunshine wrote: I like how all the mineral lines are exactly the same :D
Great observation haha, I didn't even notice until now.
About the map: I love the creative way that it has "circle syndrome" but you choose which way and then each player gets a cluster of 3 bases. The top right are all lowground with fewer entrances and the bottom left are highground with more entrances in general. I can't wait to see how it plays out!
To comment on the discussion earlier, I don't think that Zerg will have too hard of a time taking the fourth. It would be nearly impossible for T/P to take the fourth near the zerg at that point because the distance would be too close that the game would end before the base could be held.
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Now that's what i call a gorgeous map...would love to try it out.
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Bumping this because it's today's map on Cartographer! ...that is if the 1.5 patch issues get sorted out. Otherwise it'll be next week!
Ideally though Timetwister will be joining me at 3pm PST on twitch.tv/ignproleague to talk about this map and map-making in general! Cross your fingers!
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