Not currently uploaded
Bounds: 152x112
Expansions: 6 8m2g, 2 6m1g
Overview:
![[image loading]](http://i.imgur.com/3olQZCD.jpg)
Closeups: + Show Spoiler +
Feedback is welcome as always.
Forum Index > SC2 Maps & Custom Games |
Aircooled
United States79 Posts
Not currently uploaded Bounds: 152x112 Expansions: 6 8m2g, 2 6m1g Overview: ![]() Closeups: + Show Spoiler + Feedback is welcome as always. | ||
Visage814
United States109 Posts
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KingCorwin
United States134 Posts
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Targe
United Kingdom14103 Posts
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algue
France1436 Posts
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Kmatt
United States1019 Posts
On February 16 2013 18:14 Visage814 wrote: undroppable...? that's a thing? On February 17 2013 00:33 Targe wrote: The texturing seriously screws with my eyes but other than that it looks cool, not sure what you mean by undroppable though. It means there's no unit pathing on the ground there, so a dropship given a drop command there will move to the low ground to unload or give an error message. To make this more clear, you may want to stick some doodads up there so it doesn't look like pathable terrain. | ||
EatThePath
United States3943 Posts
Those should be high yield geysers btw, or is there a reason you don't want hyg? | ||
WniO
United States2706 Posts
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Timetwister22
United States538 Posts
On February 17 2013 02:51 EatThePath wrote: The 5/6/11/12 bases are too close together and unnecessary imo. I think this map would be much stronger, and would leave this problem behind, if you removed the 6/12 bases and resituated the 1/7 bases towards the average of the two (where there is currently airspace). This would force players to take the lefthand 3rd if they want a full base, which really plays up the middle of the map and the narrow entrances to that base. Standing on your ridge you defend the 3rd except for the small ramp, and you can watch the middle in case they try to move to the large high ground to attack your natural. It becomes a much more dynamic and positional game. But, a conservative player can still take the small 3rd and defend form outside the natural. By moving the 1/7 bases further away, it puts a much more proportional map control / position cost on having 7.5 geysers. Those should be high yield geysers btw, or is there a reason you don't want hyg? I would have to disagree with just about everything here except for the hyg comment. Where I am not a fan of half base thirds, I will say that the design of the fourth/full third needs to stay as is for any sort of chance of the half base third concept to work. Additionally, having those two bases close together are just fine since they are late game bases. Since the half base third promotes a longer midgame, having lategame bases that close to one another is fine here. Normally it would be bad because it makes for slow and turtley late game situations, but with the lategame hopefully being delayed with third design, this should not be the case. As for the map, it is a very creative design and take on the half base third concept. Hopefully it turns out well, though I have my doubts. The aesthetics are way too busy, and I really don't like them. That might be painful to hear considering just how much work it took to cut everything out, but we all come across that time when we have to entirely redo aesthetics on a map. I would certainly recommend such here. | ||
Aircooled
United States79 Posts
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KingCorwin
United States134 Posts
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Callynn
Netherlands917 Posts
On February 17 2013 07:24 Aircooled wrote: The main might be a little cramped with 11 rax but I think it's fine, I'll double check though. You could just make the low ground deser into additional main area and make it pathable again to allow for a little more room for buildings. Perfect spot for artillery unit position to defend the nat as well ![]() | ||
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