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Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-03-25 08:16:47
August 14 2012 13:50 GMT
#1
[image loading]
[image loading]

Uploaded to [NA] [EU]

Ratings and Reviews: SC2Melee.net


[image loading]
(Top-down Overview)

Aesthetics
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Details
Spawns: 2
Playable Bounds: 164x108
Bases: 12 (2 halfbases)
Main2Main: ~67s

Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
August 14 2012 14:07 GMT
#2
Haven't played this yet but at first glance you should swap the sizes of the ramps to the centre high ground bases. At the moment the attacker comes through the larger ramp and the defender has to go through a smaller choke to defend. I'll have a play later and give better feedback.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
RumbleBadger
Profile Joined July 2011
322 Posts
August 14 2012 15:42 GMT
#3
Gameplay looks very unique. Also aesthetics look awesome. Great work!
Games before dames.
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 14 2012 16:00 GMT
#4
I played a test match and added comment in the review section of your map, rated it 3/5. Read the full review online and good luck with polishing the map!
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 15 2012 06:08 GMT
#5
On August 14 2012 23:07 Yonnua wrote:
Haven't played this yet but at first glance you should swap the sizes of the ramps to the centre high ground bases. At the moment the attacker comes through the larger ramp and the defender has to go through a smaller choke to defend. I'll have a play later and give better feedback.

On August 15 2012 00:42 RumbleBadger wrote:
Gameplay looks very unique. Also aesthetics look awesome. Great work!

On August 15 2012 01:00 Callynn wrote:
I played a test match and added comment in the review section of your map, rated it 3/5. Read the full review online and good luck with polishing the map!


Thank you
Mapmaker | Author of Atlas, Rao Mesa & Paralda
VictorJones
Profile Blog Joined December 2010
United States235 Posts
August 15 2012 06:12 GMT
#6
Liking those realistic bridges. It looks rather nice
Insomni7
Profile Joined June 2011
667 Posts
August 15 2012 06:30 GMT
#7
Interesting layout, I though of something similar once but there is the obvious problem that it makes your main and natural actually closer and more vulnerable than your third is. However since your main-nat-third layout is more at an angle you push the third forward a bit making things not so bad. There are great ideas behind this map. If I had one wish, I would ask that there was less of a choke between the main and the high ground base, and possibly that this area wasn't high ground; this would help with weakening contains and give more viable flanking options to combat the high ground strength of many armies.
Never Forget.
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2012-08-15 11:40:16
August 15 2012 11:35 GMT
#8
I can't test it (on NA), but I think that a Stalker or Sentry placed on the high ground can grant vision into the main for Blink/Warpin.

Right here:

+ Show Spoiler +
[image loading]


Also test a Photon Cannon placed there, as they have longer vision range than Stalkers/Sentries.

Aside from that, I like the layout and the aesthetics theme, but think the cliff shapes need to be redone. The back of the fourths and mains, for instance, have way too many straight lines.

Also, the openness seems to be too low.
',:/
Shanyo
Profile Joined July 2011
Belgium70 Posts
Last Edited: 2012-08-15 12:08:48
August 15 2012 12:08 GMT
#9
I'm gonna try it soon ;-). Third has a lot of attack paths it seems o.o!
I'm all creeped out
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 15 2012 14:40 GMT
#10
On August 15 2012 15:30 Insomni7 wrote:
Interesting layout, I though of something similar once but there is the obvious problem that it makes your main and natural actually closer and more vulnerable than your third is. However since your main-nat-third layout is more at an angle you push the third forward a bit making things not so bad. There are great ideas behind this map. If I had one wish, I would ask that there was less of a choke between the main and the high ground base, and possibly that this area wasn't high ground; this would help with weakening contains and give more viable flanking options to combat the high ground strength of many armies.

I am still playing around with that area, so changes might be made in the future.

On August 15 2012 20:35 Syphon8 wrote:
I can't test it (on NA), but I think that a Stalker or Sentry placed on the high ground can grant vision into the main for Blink/Warpin.

Right here:

+ Show Spoiler +
[image loading]


Also test a Photon Cannon placed there, as they have longer vision range than Stalkers/Sentries.

Aside from that, I like the layout and the aesthetics theme, but think the cliff shapes need to be redone. The back of the fourths and mains, for instance, have way too many straight lines.

Also, the openness seems to be too low.

Not possible
And yea, I'll fix up the fourth. Should not be much of a problem with the main, since it's manmade.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 15 2012 16:55 GMT
#11
Well done on the aesthetics! I am a little unsure about the center bases as far as ramp placement goes, as well as the ramp sizes, but I think it's just going to need to be play tested thoroughly to really know if the center bases are good or not.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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