There's no reason to move out on the map in any zerg matchup unless they took a base in the cw direction. By putting a 6m1hyg in the tower pocket base, you make the main pocket base even more attractive for the 4th. Apart from the timings of the game where you are forced to turtle anyway precluding early map presence, I just see players taking 4 bases clumped in the corner they start in, and sitting outside the natural. They are able to walk to the 3rd or 4th very easily and defend the walls they have put up there, they are close to defend drops, and it's very static.
[M] (2) TPW Starry Night - Page 2
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EatThePath
United States3943 Posts
There's no reason to move out on the map in any zerg matchup unless they took a base in the cw direction. By putting a 6m1hyg in the tower pocket base, you make the main pocket base even more attractive for the 4th. Apart from the timings of the game where you are forced to turtle anyway precluding early map presence, I just see players taking 4 bases clumped in the corner they start in, and sitting outside the natural. They are able to walk to the 3rd or 4th very easily and defend the walls they have put up there, they are close to defend drops, and it's very static. | ||
Aaarrrgh
4 Posts
The way engagements play in the center, with the two sensor towers, is extremely interesting. I very much enjoyed it. However, one problem. Bases at 3 and 9 o'clock were messed up - you need to spread the gas geysers a bit further apart - otherwise, it's impossible to put down hatcheries. | ||
Quakecomm
United States344 Posts
I love this map! | ||
lefix
Germany1082 Posts
On November 07 2012 03:50 Aaarrrgh wrote: I just gave this map a spin on EU in the arcade. The way engagements play in the center, with the two sensor towers, is extremely interesting. I very much enjoyed it. However, one problem. Bases at 3 and 9 o'clock were messed up - you need to spread the gas geysers a bit further apart - otherwise, it's impossible to put down hatcheries. Oops, I had already fixed that, just forgot to upload it :D Sorry | ||
TibblesEvilCat
United Kingdom766 Posts
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ScorpSCII
Denmark499 Posts
Jokes aside, really cool map. I love the expansion pattern, but share the same opinion as most other people. | ||
lefix
Germany1082 Posts
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AssyrianKing
Australia2104 Posts
UPLOAD ON SEA? :D | ||
necrimanci
70 Posts
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Doominator10
United States515 Posts
<--- Looking for new awesomesauce maps to play on Sbow. Its hard to find people willing to play new random maps in the current melee custom game lobby | ||
Quakecomm
United States344 Posts
On November 06 2012 19:30 lefix wrote: trying out the suggested changes and playing around with rock placements. Also fixed quite a few funky mineral placements. I'll upload to NA as well as soon as the map reaches a more finalized state. Thanks! | ||
Doominator10
United States515 Posts
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WniO
United States2706 Posts
also i would make those middle expos gold, (with rocks,) and then make the middle ramps 1 step bigger - cause any real offensive mid-late would be hard since they are so small... THAT SAID its really really good - the overall layout is great. | ||
AssyrianKing
Australia2104 Posts
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ihasaKAROT
Netherlands4730 Posts
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Just_a_Moth
Canada1939 Posts
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Millet
Sweden143 Posts
With that being said I have some things that might make the player experience better over all (please comment on these whether you agree or disagree, as I could be wrong): 1. Both Xel'Naga Towers cover all ground pathways. This makes counter attacks harder, which I think damages the game play experience over all. Solution: The low ground ramp south of the southern Xel'Naga tower (the one with a purple mineral node right next to it, closest to the reaper entrance into the main) could be pulled a bit more away from the XNT, to leave a couple of squares of unseen terrain. Same goes for the other side of the map of course. Spotters should be needed in order to cover all ground paths in my opinion. 2. I really feel like the 6 and 12 o'clock bases could use gold mineral patches (the base that is south of the ramp I described in point 1). The reasoning for this is that this base is probably one of the last ones any player will take, being the very riskiest base on this map. High risk and high reward. Gold bases should never be where you'd want to position your army (like on vanilla antiga shipyard), so I feel like this is the place to put the gold base, if any. 3. There seems to be few places you can put your overlords anywhere above ground terrain for scouting. Correct me if I'm wrong, it's hard to see on the picture given. Safe spots for overlords in the middle of the map gives edges to better players which I'm all for. Think of the pillars scattered through the map daybreak, where you can position overlords at key spots for scouting. The number and position of these is up for discussion of course. Scratch the whole 3rd point, I just checked the map out 4. In the picture below (in the spoiler) we imagine a terran trying to bunker a zerg. The bunker can be placed right beneath the Zergs ramp with the marine tucked away in a 1x1 square, making the marine completely safe until the bunker is finished. The terran would only require one more bunker to be able to hit zergs expansion. Solution: make that specific square un-walkable terrain on both sides of the map. + Show Spoiler + I really have high hopes for this map, it's looking to be lots of fun! | ||
IronManSC
United States2119 Posts
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nomyx
United States2205 Posts
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Chronopolis
Canada1484 Posts
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