144x120
Nat to Nat 45 seconds
Note: Having trouble logging in through the editor, haven't made a map in quite some time. Has any one else had that issue? Unpublished until I can sort that out.
Forum Index > SC2 Maps & Custom Games |
lorestarcraft
United States1046 Posts
144x120 Nat to Nat 45 seconds Note: Having trouble logging in through the editor, haven't made a map in quite some time. Has any one else had that issue? Unpublished until I can sort that out. | ||
ZigguratOfUr
Iraq16955 Posts
A few comments: - The mineral lines in the nats, center and corner bases are neat, but it looks like (and I could be wrong) they have 5 far patches, and 3 close patches which isn't ideal (even WoL-style mineral lines can have 4 close 4 far. Ofc you could also replace them with standard mineral lines: https://tl.net/forum/sc2-maps/527886-proper-mineral-placement-lotv-edition but that's kinda boring). - 45 seconds nat. to nat. is absurdly far. Looking at the overview I can't imagine the nat. to nat. distance being that long, so maybe you measured wrong? - The cliff area over the third seems abusive given that you can park a liberator over it and attack the natural mineral line requiring the defender to have air units. - Having so many openings to the linear third makes it especially tough for Protoss to defend it, but maybe it's ok here. - The main's a bit small which makes terrans unhappy since they don't have space for all their buildings. - Maps usually have rocks at the bottom of the ramp to prevent it from being walled-off. Relatedly have you checked the natural for cannon-rush spots? - The base adjacent to the main is pretty awkwardly placed. It's far enough that players won't really want to take it and will instead just expand down linearly. - The middle and the LOS blockers are just really neat, and not something we see much of nowadays. And yeah some people have been having trouble with editor authentication after all of Blizzard's changes. What are you seeing specifically? | ||
lorestarcraft
United States1046 Posts
On October 10 2019 14:31 ZigguratOfUr wrote: Woah, that's an OG looking map with some WoL mineral lines to boot. It's cool to see a pretty 'different' layout, and the middle is pretty sweet. A few comments: - The mineral lines in the nats, center and corner bases are neat, but it looks like (and I could be wrong) they have 5 far patches, and 3 close patches which isn't ideal (even WoL-style mineral lines can have 4 close 4 far. Ofc you could also replace them with standard mineral lines: https://tl.net/forum/sc2-maps/527886-proper-mineral-placement-lotv-edition but that's kinda boring). - 45 seconds nat. to nat. is absurdly far. Looking at the overview I can't imagine the nat. to nat. distance being that long, so maybe you measured wrong? - The cliff area over the third seems abusive given that you can park a liberator over it and attack the natural mineral line requiring the defender to have air units. - Having so many openings to the linear third makes it especially tough for Protoss to defend it, but maybe it's ok here. - The main's a bit small which makes terrans unhappy since they don't have space for all their buildings. - Maps usually have rocks at the bottom of the ramp to prevent it from being walled-off. Relatedly have you checked the natural for cannon-rush spots? - The base adjacent to the main is pretty awkwardly placed. It's far enough that players won't really want to take it and will instead just expand down linearly. - The middle and the LOS blockers are just really neat, and not something we see much of nowadays. And yeah some people have been having trouble with editor authentication after all of Blizzard's changes. What are you seeing specifically? Hey thanks for the feedback. -Yeah I have no idea how to do minerals lines these days, I'll update those. -I also didn't think the nat to nat distance (nexus to nexus) would be that much, I didn't think I did it wrong, maybe I did, I'll check again when I make adjustments. -I literally forgot about liberators, I'll adjust that. -I think the 3rd is okay due to angles, I'll play some games with my zerg friend and check it out. -The main is a bit too small, there is some room to make it a touch bigger and I'll do that. -I also forgot the little ramp rocks as well. -The base adjacent to the main I don't envision as a 3rd base, but perhaps a 4th or 5th or eventual base depending on matchup. It could be adjusted a bit when I adjust the main. -Thanks about the middle. I noticed a trend in a lot of current maps to have very segmented middles where armies are trying to get through them but not necessarily engage in, and I had an idea for an area style crater in the middle. I realized due to proportions that 2 craters would work better for the base count needed these days, and it kind of made and infinity symbol. I was getting an authentication error, but I saw something recently that said blizzard may be doing that on purpose to prevent people deleting accounts, so idk. | ||
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United States2136 Posts
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Invalid99
Canada37 Posts
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Invalid99
Canada37 Posts
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