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Cardinal Uploaded to [NA] [WOL] Made by KingCorwin
![[image loading]](http://i.imgur.com/EGAs10I.jpg)
Stats: Spawns: 4 Playable Bounds: 164x164 1v1 Force Cross spawn, 2v2 positions are cross map 16 base, 2 gold base
Changelog:+ Show Spoiler +Force cross spawn enabled Mineral Field placement fixed
Please leave comments and feedback below!
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I really don't see 1v1 close positions work here. It's very close.
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yeah ive been contemplating that and changing the highground near the high yield minerals for a while, i just havent gotten around to it since ive been working on other maps. i want to get as much feedback as i can before i change the map again.
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- In 1v1, is 'close' positions, say, 6oclock vs 9 oclock? terrible idea, more than half the map will automatically not be used on top of terrible cheesy play. - In 2v2 this map looks very similar to a map whose name i cant remember, but it had an equal ground backdoor entrance covered by rocks. I abused blink stalkers waaaay too much that map. That whole map was a terrible idea.
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Increase the width of the ramps from the dirt highground around the middle, and remove the tower/structure in the middle. This map needs more openness and flow.
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I am sorry but that expansion pattern won't work. Even if Close position is banned(as it should be) we still see the problem that also occured on Shakuras version 1.0 and Metropolis.
Once you have taken a third, you can start to expand upwards on the partner main, while still holding the lowground, meaning you don't sacrifice any safety by rabid expansion. There is too many expansions covered by too little space.
I could see it working as a 2v2 map and i do dig the way the Backdoor into the natural is made, but this map won't work for 1v1.
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On February 15 2013 04:47 Sumadin wrote:Once you have taken a third, you can start to expand upwards on the partner main, while still holding the lowground, meaning you don't sacrifice any safety by rabid expansion. There is too many expansions covered by too little space. This is why I don't believe in axial maps in general, they always feature this pattern where both players expand in parallel away from each other. It just doesn't work. You should expand in a twirl around the centre.
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I dont see close spawns working at all. Still, I LOVE the map layout and design. So amasing.
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Contrary to some others' opinion - I actually like the middle of the map I think its very interesting. I do, however, agree that close positions would be too much so with this current layout.
Maybe if you switched the ramp with rocks to make the backdoor the natural and altered the current natural to be a potential third? I dunno.
Looks great though will definitely try it ^_^!
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Actually if you moved the debris from the backdoor ramps to the main ramps, and then had the players spawn top left / bottom right, it would be a sweet 2v2 map
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This map seems a bit chokey for zerg? Imagine toss pusing with FF...
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i love the ideas here about switching the third and natural, i think i may just update this map like that. that would make 1v1 more viable on this map too, agreed?
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changelog updated, map is now cross spawn only
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On February 15 2013 04:47 Sumadin wrote: I am sorry but that expansion pattern won't work. Even if Close position is banned(as it should be) we still see the problem that also occured on Shakuras version 1.0 and Metropolis.
Once you have taken a third, you can start to expand upwards on the partner main, while still holding the lowground, meaning you don't sacrifice any safety by rabid expansion. There is too many expansions covered by too little space.
I could see it working as a 2v2 map and i do dig the way the Backdoor into the natural is made, but this map won't work for 1v1. Agreed - actually this map has the potential to be even worse than Metropolis. Although the distances are shorter so the potential for split map situations is reduced, in the event that it happens you'll get the most uber-turtly fastest map possible style game with a secure 8 bases for each player.
In my opinion though, the exact same reasons would make this map perfect as a 2v2 macro map where each player actually has the potential to secure 4 bases, a feat which is near impossible on probably every existing 2v2 ladder map.
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Was expecting only cardinal ramps.
+ Show Spoiler +Would be a cool 2v2 map if you made only one main have an entrance, and then connect the corner bases on that respective side.
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