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-1.2v-
Hello :D
I'm ATTx
size : 136*136
It's a defensive structure, but because the water parts at 3 and 9 are non-building structures, they're vulnerable to attacks such as drop.
Published in KR server "Hard Rain"
Thanks
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ATTx
Korea (South)178 Posts
+ Show Spoiler + -1.2v- Hello :D I'm ATTx size : 136*136 It's a defensive structure, but because the water parts at 3 and 9 are non-building structures, they're vulnerable to attacks such as drop. Published in KR server "Hard Rain" Thanks | ||
Agh
United States832 Posts
I'll offer a little critique based around minimizing any player frustration. I feel like the gold bases detract from the map. If you must put them in I feel they would be better suited at the 2 and 8 o clock positions. Mains extending or being shifted so that they are all the way to the corner or the map is preferred. This would also let you slightly restructure the 3rd base to make it so it feels less congested, and add much needed terrain between the two. | ||
-NegativeZero-
United States2136 Posts
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MarcusRife
343 Posts
On January 15 2020 17:45 Agh wrote: Good looking map. I'll offer a little critique based around minimizing any player frustration. I feel like the gold bases detract from the map. If you must put them in I feel they would be better suited at the 2 and 8 o clock positions. Mains extending or being shifted so that they are all the way to the corner or the map is preferred. This would also let you slightly restructure the 3rd base to make it so it feels less congested, and add much needed terrain between the two. I don't see the gold bases being any issue. They are mainly an issue if they can be taken as the 2nd or the 3rd. When the minerals each additional worker brings matters more. When the gold is taken as the 4th+ and is saturated quickly, a gold base only returns 1.05 times the amount of a normal base when fully saturated since there are only 6 nodes vs 8. I think this is the best use of golds because it allows a player to get a full base worth of income on less workers when total number of workers starts to cut into army size. I don't see the gold bases here being taken easily as the 2nd or 3rd. I would honestly like to see the gold bases have a rich vespene geyser to cut 3 more workers from that base for full saturation. | ||
TiberiusA
United States39 Posts
On January 17 2020 10:01 MarcusRife wrote: Show nested quote + On January 15 2020 17:45 Agh wrote: Good looking map. I'll offer a little critique based around minimizing any player frustration. I feel like the gold bases detract from the map. If you must put them in I feel they would be better suited at the 2 and 8 o clock positions. Mains extending or being shifted so that they are all the way to the corner or the map is preferred. This would also let you slightly restructure the 3rd base to make it so it feels less congested, and add much needed terrain between the two. I don't see the gold bases being any issue. They are mainly an issue if they can be taken as the 2nd or the 3rd. When the minerals each additional worker brings matters more. When the gold is taken as the 4th+ and is saturated quickly, a gold base only returns 1.05 times the amount of a normal base when fully saturated since there are only 6 nodes vs 8. I think this is the best use of golds because it allows a player to get a full base worth of income on less workers when total number of workers starts to cut into army size. I don't see the gold bases here being taken easily as the 2nd or 3rd. I would honestly like to see the gold bases have a rich vespene geyser to cut 3 more workers from that base for full saturation. I'm so glad you said this, because it's true. And yes, I also noted the Heavy Rain 2.0. | ||
NewSunshine
United States5651 Posts
It's a solid execution of one of my favorite tilesets in the game, and the map feels different enough. I enjoy seeing maps that offer just a slight spin on the usual flavor we see so much. Good map. | ||
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