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[M] (2) Fruitland

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 Next All
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-06-13 10:45:11
September 26 2012 08:43 GMT
#1
[image loading]


Crux Fruitland


Used in RSL gNations | Used in RSL V


Overview:
[image loading]

Playable Size: 128x128

Concept:
Land of Fruit.
Mapmaker of Frost, Fruitland and Bridgehead
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 26 2012 08:56 GMT
#2
I'm a fan of the aesthetic concept, but the blue/red/purple dotting in the middle of the green looks a little rushed.

What is the crossing time compared to CK? This map does indeed feel pretty small, but maybe the chokes make that okay. Also the 5th and 6th bases are very close together, not really a fan of that but i'm not sure what to do about it yet.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
September 26 2012 09:17 GMT
#3
Why does every map nowadays have that cloud kingdom sorta stuff in the middle...

On the other hand, the fruit is amazing, I demand KAROTS tho
KCCO!
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
September 26 2012 09:49 GMT
#4
Needs destructible Pumpkin ramp blockers.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
September 26 2012 09:54 GMT
#5
... THERE'S ACTUALLY FRUIT ON THIS MAP. Are those custom models or can they be found in the editor?
Twitter: @iamcaustic
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
September 26 2012 10:09 GMT
#6
They are in the editor
KCCO!
Aunvilgod
Profile Joined December 2011
2653 Posts
September 26 2012 11:20 GMT
#7
You should use the new HOTS tileset, the textures there would perfectly fit this map.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Callynn
Profile Joined December 2010
Netherlands917 Posts
September 26 2012 12:17 GMT
#8
Very cool concept. I actually also like the layout of the map. Great job.
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.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
September 26 2012 12:47 GMT
#9
This map reminds me of Yoshi's Story! sooo cute xD please please upload this on EU server!
Team Liquid
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
Last Edited: 2012-09-26 13:32:41
September 26 2012 13:28 GMT
#10
On September 26 2012 18:54 iamcaustic wrote:
... THERE'S ACTUALLY FRUIT ON THIS MAP. Are those custom models or can they be found in the editor?


They are under the units tab, not Doodads. They would leave a mark on the minimap though. You might be able to turn it off.

Anyway, I really dislike the "Fruit" aesthetic, seems to me that it was rushed and he just threw in some colored water under it.

Other then that, I don't really see any glaring flaws in the map design.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
lleberg
Profile Joined October 2011
Sweden19 Posts
September 26 2012 14:08 GMT
#11
I think it looks great! however it's at least one too many bases i think.

What about removing the bases 4 and 10 o'clock? Would that make things better?
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-09-26 14:19:51
September 26 2012 14:10 GMT
#12
--- Nuked ---
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
September 26 2012 14:17 GMT
#13
love it.
DontNerfInfestors
Profile Joined August 2012
Spain280 Posts
September 26 2012 14:22 GMT
#14
Best friggin map ever
Please dont nerf them.Infestors are fine.
DontNerfInfestors
Profile Joined August 2012
Spain280 Posts
September 26 2012 14:22 GMT
#15
but it needs 1 of the ramps that leads to the third in rocks.
Please dont nerf them.Infestors are fine.
Sunfish
Profile Blog Joined January 2011
Austria162 Posts
September 26 2012 14:25 GMT
#16
If this isn't in the map pool for GSL Season 5, I will personally fly to Korea and cry.
retired from goodgame agency and now freelancing fucking everywhere -- come follow me at @william_partin
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 26 2012 14:30 GMT
#17
Need to get FruitDealer playing on the map.

It looks fun
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
September 26 2012 14:56 GMT
#18
3rd is good.

middle is overdone. simplify. only needs 1 XNT imo.

watch out with ur mineral placements. they seem a bit tight. one of those pylon+cannon stuff could cause idra to ragequit this map (minigun vs idra CK with destiny watching)
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ibraishome
Profile Blog Joined August 2012
Germany337 Posts
September 26 2012 14:56 GMT
#19
On September 26 2012 23:30 turtles wrote:
Need to get FruitDealer playing on the map.


Ahahahah :D

Map looks cool though, well done (and think about the destructible pumpkins^^)
Brainiac_Br
Profile Joined December 2011
Brazil14 Posts
September 26 2012 16:32 GMT
#20
Inverted Cloud Kingdom with minor tweaks in Fruit Theme! LOL

The Complements:

- The Aesthetics is amazing! S2 it!

- The Main/Nat displays makes harder to cheese (imo) and ez to defend annoying main-expo harass units like Mutas and Blink Stalkers.

- The back Air Space in main is great for drops and air harass, not too small neither too big.


The critics:

- If the matches begins with the expo already spawned on natural would spare a lot of time, because the main/nat relation favor a lot this 2 base fortress setup! No way your main could be harmed by Reapers, or lings runbys, the doors will always be closed!

- The thirds options imo aren't that optional! I'll just always grabs the one on high ground, not because of its high ground but because is a lot more easier to defend, just put the big o' army on the ramp intersections between nat and third. If I pick the one on the low, its just become too hard to defend the paths.

- There is no high ground alternative route to cross the map, this maybe create a disvantage in some way. eg. the defender always has the High Ground advantage in favor!

- The XNT are too close and redundant (imo), just one in the middle high ground should be ok and competitive

=D
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