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(2) Crux Templar Archive
Created by Ovalient
Published KR
Playable 152 x 152
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Ovalient
Korea (South)64 Posts
![]() ![]() ![]() ![]() (2) Crux Templar Archive Created by Ovalient Published KR Playable 152 x 152 | ||
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NKB
United Kingdom608 Posts
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monitor
United States2409 Posts
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Fatam
1986 Posts
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. | ||
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EatThePath
United States3943 Posts
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. ![]() | ||
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ScorpSCII
Denmark499 Posts
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The_Templar
your Country52798 Posts
![]() The center design feels a little bit uninspired. | ||
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Sumadin
Denmark588 Posts
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lorestarcraft
United States1049 Posts
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. | ||
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monitor
United States2409 Posts
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. ![]() 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. | ||
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FlaShFTW
United States10532 Posts
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