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[M] (2) Beowulf

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-12-07 04:49:45
December 06 2013 21:02 GMT
#1
Beowulf
by Ethan "Lore" Jones
Bounds: 142x150

Overview and Concept: This map draws inspiration from various sources and combines it with some original thought. The main and natural are on the same level, but with the LoS blockers it functions very much like a normal main and natural. This was done to accomplish an outer ring around the map where the other expansions lie, and still have a varied terrain that manifests itself in a vulnerable, yet important low ground, and a middle ridge that is a staging ground for attacks and offers access to the side bases.
[image loading]


Aesthetics:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Any thoughts appreciated.
SC2 Mapmaker
iMrising
Profile Blog Joined March 2012
United States1099 Posts
Last Edited: 2013-12-07 01:55:05
December 07 2013 00:10 GMT
#2
1. The third looks much too hard to take for protoss
2. Im not sure if its just me but the whole map just looks a little too cramped in general, like a lot of the pathways in the middle could use 2-3 blocks.
(Actually I take that back. Only the very center seems a little cramped)

Other than that the map looks great in my eyes
$O$ | soO
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 07 2013 04:13 GMT
#3
I am hoping that the corridors provide a way for protoss to defend the 3rd base. Most of the pathways are around Cloud Kingdom size. If the 3rds are a little hard it would be an easy adjustment.
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 07 2013 04:50 GMT
#4
Pretty significant update. Added a base and made the lighting more clear.
SC2 Mapmaker
iMrising
Profile Blog Joined March 2012
United States1099 Posts
Last Edited: 2013-12-07 05:23:51
December 07 2013 05:22 GMT
#5
I just thought of something concerning
it seems that cannon/bunker rushing between the natural and the main is going to be quite hard to defend, even if scouted. (against z)
Just curious, why are there vision blockers near the entrance of the main and the natural? Also i'd recommend some room behind the minerals of the base northeast of the main.
edit: I guess the main ramp might not be that bad, since new polaris rhapsody and tal darim don't have ramped mains, but iono i guess its ok.
$O$ | soO
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 07 2013 05:45 GMT
#6
The vision blockers prevent tanks from firing without vision, or warp-ins from happening through those areas.
SC2 Mapmaker
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