Really, the execution of this type of map is awesome, but the basis of a 12 base, 4-player map made it a very nearly unwinnable battle. I love a lot about this map, and the aesthetics are awesome, but you might say it was doomed from the start.
[M] (4) Burning Altar - Page 3
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NewSunshine
United States5938 Posts
Really, the execution of this type of map is awesome, but the basis of a 12 base, 4-player map made it a very nearly unwinnable battle. I love a lot about this map, and the aesthetics are awesome, but you might say it was doomed from the start. | ||
Samro225am
Germany982 Posts
i think Blizzard had looked at the map but did not approve it really, nevertheless as the author I still think it is a valid concept. It is not the actual distance to the third base that makes it hard to take third, but the design of the centre that makes it hard to hold(!) third. there are several people who dismiss 12base rotational maps or rotational maps in general, but I believe both are valid concepts. I explored the idea of "neutral" third bases in between main/nat and main/nat a bit more in my design for 16base 4 spawn Skartaris (link). while the map also has some problems it is an interesting take. i will make further iterations on both designs in the coming weeks and hopefully will succeed in giving some more live to rotational maps. | ||
Randomaccount#77123
United States5003 Posts
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NouMPSy
United Kingdom13 Posts
Furthermore, I love the fact you can choose where to get your third. The amount of different paths available after the destruction of rocks means that zerg have plenty of chances to flank or attack from several directions at once. Also really like the colour scheme and general design of the map. Really good job man | ||
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