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[M] (4) Crux Templar Archive

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ovalient
Profile Joined May 2011
Korea (South)64 Posts
January 18 2013 22:40 GMT
#1
[image loading]

[image loading]

[image loading]

[image loading]

(2) Crux Templar Archive

Created by Ovalient
Published KR

Playable 152 x 152
SC2 Melee Map Team : Team Crux
NKB
Profile Joined February 2012
United Kingdom608 Posts
January 18 2013 23:10 GMT
#2
This looks like a really good map :D Would be nice to see some games on it to see how it plays
Some times you just gotta wish...
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 18 2013 23:35 GMT
#3
Clever design. Seems pretty cool. I'm not quite sure why the 1gas expos are needed... could prove to have some imbalances in mirror match ups (TvT) and potentially PvT based on the spawn. But otherwise I think its a nice map conceptually.
https://liquipedia.net/starcraft2/Monitor
Fatam
Profile Joined June 2012
1986 Posts
January 18 2013 23:36 GMT
#4
8m1hyg third? or is it a normal geyser I wonder.

Looks like for FFE you have to go from the ramp to the nexus, at least initially. Which might be a little annoying for Protoss considering that you have an incredibly huge and open middle so it's already good for zerg. The pro for protoss is that you have an Entombed-esque protected path to the third (without the rocks), the con of course is there's only 1 geyser at that base, and the base has 2 entrances.

It's hard to say for sure without seeing games on it, and seeing how well immortal sentry/other timings work on it, but it initially looks Zerg-favored for PvZ.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-19 03:21:39
January 19 2013 03:18 GMT
#5
On January 19 2013 08:35 monitor wrote:
Clever design. Seems pretty cool. I'm not quite sure why the 1gas expos are needed... could prove to have some imbalances in mirror match ups (TvT) and potentially PvT based on the spawn. But otherwise I think its a nice map conceptually.

I agree here. I'd like to see the near 3rd made into a 6m1g base, or similar, and another set of 6m1g bases added to the right hand of the natural. Without something like that, the 4 base setup of the clockwise player is much more compact and defensible than the anticlockwise player whose vulnerable extremities are almost twice as far apart.

[image loading]
Comprehensive strategic intention: DNE
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
January 19 2013 13:09 GMT
#6
Clever map design. Aesthetically, I do dislike the center textures though. I think more could have been done with them - they are very bland currently.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 19 2013 13:58 GMT
#7
Besides what everyone else is saying, I like the name
The center design feels a little bit uninspired.
Moderatorshe/her
TL+ Member
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 19 2013 17:09 GMT
#8
Map looks alright, not sure about the name through.
The basic key to beating a priest is playing a deck that is terrible.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 19 2013 17:31 GMT
#9
On January 19 2013 08:36 Fatam wrote:
8m1hyg third? or is it a normal geyser I wonder.

Looks like for FFE you have to go from the ramp to the nexus, at least initially. Which might be a little annoying for Protoss considering that you have an incredibly huge and open middle so it's already good for zerg. The pro for protoss is that you have an Entombed-esque protected path to the third (without the rocks), the con of course is there's only 1 geyser at that base, and the base has 2 entrances.

It's hard to say for sure without seeing games on it, and seeing how well immortal sentry/other timings work on it, but it initially looks Zerg-favored for PvZ.

I think that one could come up with a very creative FFE on this map. I wish I could try it out.
SC2 Mapmaker
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 20 2013 17:45 GMT
#10
On January 19 2013 12:18 EatThePath wrote:
Show nested quote +
On January 19 2013 08:35 monitor wrote:
Clever design. Seems pretty cool. I'm not quite sure why the 1gas expos are needed... could prove to have some imbalances in mirror match ups (TvT) and potentially PvT based on the spawn. But otherwise I think its a nice map conceptually.

I agree here. I'd like to see the near 3rd made into a 6m1g base, or similar, and another set of 6m1g bases added to the right hand of the natural. Without something like that, the 4 base setup of the clockwise player is much more compact and defensible than the anticlockwise player whose vulnerable extremities are almost twice as far apart.

[image loading]


I think in some ways the expos balance out. Because, while the clockwise player has a compact four bases, his fifth is also farther. The counterclockwise player has a farther fourth (assuming he doesnt take his 1gas) but then closer fifth+sixth base.
https://liquipedia.net/starcraft2/Monitor
FlaShFTW
Profile Blog Joined February 2010
United States10276 Posts
January 26 2013 23:26 GMT
#11
dante's peak influenced?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
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