![[image loading]](http://i.imgur.com/KpYAI.jpg)
Crux Fruitland
Overview:
![[image loading]](http://i.imgur.com/1hEMGAc.jpg)
Playable Size: 128x128
Concept:
Land of Fruit.
Forum Index > SC2 Maps & Custom Games |
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RFDaemoniac
United States544 Posts
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
Netherlands4730 Posts
On the other hand, the fruit is amazing, I demand KAROTS tho ![]() | ||
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iHirO
United Kingdom1381 Posts
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iamcaustic
Canada1509 Posts
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ihasaKAROT
Netherlands4730 Posts
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Aunvilgod
2653 Posts
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Callynn
Netherlands917 Posts
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Liquid`Snute
Norway839 Posts
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Monochromatic
United States997 Posts
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. | ||
lleberg
Sweden19 Posts
What about removing the bases 4 and 10 o'clock? Would that make things better? | ||
Randomaccount#77123
United States5003 Posts
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Gaius Baltar
United States449 Posts
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DontNerfInfestors
Spain280 Posts
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DontNerfInfestors
Spain280 Posts
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Sunfish
Austria162 Posts
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turtles
Australia360 Posts
It looks fun ![]() | ||
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FlaShFTW
United States10122 Posts
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) | ||
ibraishome
Germany337 Posts
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
Brazil14 Posts
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 ![]() | ||
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