Name DF Monuriki
Version 1.0
Bounds 156x128
Bases 12
Version 1.0
Bounds 156x128
Bases 12
Please leave a comment, all feedback is appreciated.
Forum Index > SC2 Maps & Custom Games |
ScorpSCII
Denmark499 Posts
Name DF Monuriki Version 1.0 Bounds 156x128 Bases 12 Please leave a comment, all feedback is appreciated. | ||
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The_Templar
your Country52797 Posts
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ScorpSCII
Denmark499 Posts
On April 28 2013 00:40 The_Templar wrote: The two maps you posted look suspiciously alike. Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother. | ||
Hammerf8
United Kingdom10 Posts
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FlyingBeer
United States262 Posts
On April 28 2013 01:29 ScorpSCII wrote: Show nested quote + On April 28 2013 00:40 The_Templar wrote: The two maps you posted look suspiciously alike. Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother. Really? That's your story? | ||
NewSunshine
United States5938 Posts
On April 28 2013 01:52 FlyingBeer wrote: Show nested quote + On April 28 2013 01:29 ScorpSCII wrote: On April 28 2013 00:40 The_Templar wrote: The two maps you posted look suspiciously alike. Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother. Really? That's your story? Bases in similar spots =/= same map | ||
ScorpSCII
Denmark499 Posts
On April 28 2013 01:30 Hammerf8 wrote: Absolutely love the map, only concern is the high ground at the 3rd/4th, looks like a lovely spot for tanks. Perfect balance between attack paths and defendability though! The highground you point out is subject to change. I agree with you that it may be too strong. | ||
eTcetRa
Australia822 Posts
On April 28 2013 01:52 FlyingBeer wrote: Show nested quote + On April 28 2013 01:29 ScorpSCII wrote: On April 28 2013 00:40 The_Templar wrote: The two maps you posted look suspiciously alike. Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother. Really? That's your story? Why what is yours, I wonder? | ||
KingCorwin
United States134 Posts
The pocket base is awesome. The drop pods are awesome. The ramps touching ramps are awesome. The aesthetics of your other map are better in comparison, however both are good. | ||
Samro225am
Germany982 Posts
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ScorpSCII
Denmark499 Posts
On April 28 2013 18:45 Samro225am wrote: Pretty Big for a 2spawn. Rush distance in the 40s? Rush distance is ~42 seconds yeah, partly because of the complicated pathing. | ||
Samro225am
Germany982 Posts
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Psychonian
United States2322 Posts
Aside from that, I think it's a great map, although I haven't played it. | ||
SiskosGoatee
Albania1482 Posts
The north/south expos are interesting as well, normally I'm not a fan of expos with one ramp to it but the good part is that these can be sieged and generally hit from the lowground with ease effectively creating another more interestingf entry path to them. | ||
FlyingBeer
United States262 Posts
On April 28 2013 14:12 eTcetRa wrote: Show nested quote + On April 28 2013 01:52 FlyingBeer wrote: On April 28 2013 01:29 ScorpSCII wrote: On April 28 2013 00:40 The_Templar wrote: The two maps you posted look suspiciously alike. Their base locations are in similar positions. Also the aesthetics are nearly the same. Besides that, their gameplay is unique to eachother. Really? That's your story? Why what is yours, I wonder? That he couldn't decide on how to design his map so he just threw both versions up and decided to see what other people had to say? I wanted to wait to let the design of the two maps soak in before I commented. I was also having a bit of trouble remembering which one had which designs. I prefer the 3rd and corner bases on this map to Panwa, but I like Panwa's center better. I'm indifferent about which is better between the two bases outside the main. I don't like the 1 and 7 bases on either map. I think the rush distances and the interesting attack paths are the two best feature of both maps. So, in order: 3rds: I'm not a fan of the recent trend towards more difficult 3rds. This may be because of personal Protoss-bias, but in the current GSL, only 7 Protoss players made it into Code S whereas 14 Zerg players managed the same feat, so I think it's a pretty reasonable assertion to say 3rds are too difficult right now. TR and BL corner bases: Monuriki's seems okay. Panwa's seems to encourage passivity. In both cases, it seems like a player could send their workers in and then wall off that area pretty easily turning it into a very safe almost island base. The reason Monuriki's is better is because attacking the corner base in Panwa with the main army requires the player either to go past the single-wide area protected by the collapsible rock which can be defended easily and where they can be flanked from the 3rd, or go around behind where they leave all their bases exposed to a counter push. Monuriki, by having two attack points from the same accessible location, while a bit safe, still can be assaulted by a main army readily. 1 and 7 position bases: I'm of the opinion that centrally positioned bases should be pretty wide open because those are taken in the late-game when armies are large, and need a lot of room to move around. Both maps feature small ramps pointing in only one of the two directions making it very hard to attack/defend for one of the two players. Center: Monuriki's center feels overly complex. Panwa is nice clean, and extremely well-executed. I don't like low-ground paths that are perpendicular to the primary attack direction. If it's parallel to the direction players want to go, then they'll go through it just because it's the fastest. But if it's perpendicular, then players will plan on avoiding it to avoid having to retreat before a high-ground army, and rarely will gain an advantage by utilizing it. | ||
ScorpSCII
Denmark499 Posts
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Existor
Russian Federation4295 Posts
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monitor
United States2403 Posts
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