[map] Aphareus (2) - Page 2
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3FFA
United States3931 Posts
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Skee
Canada702 Posts
On April 26 2010 06:50 3FFA wrote: I have looked at the mains more carefully after snausages' second post about it and realized he is right. Just make the mains a little bit bigger. Other than that great job! Well, here you go. I think its safe to assume I can label this Version 1.0.0. Yes?, No? edit: the mains have been a little changed since Update 3, but are about the same size, if not bigger. Update 3: Bigger Mains + Show Spoiler + | ||
3FFA
United States3931 Posts
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mmp
United States2130 Posts
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Skee
Canada702 Posts
On April 26 2010 10:03 mmp wrote: Looks cool. I especially like the abundance of water with those two large inlets north to south. That said, you have a lot of empty space on the edges that could be filled, and space with no purpose isn't such a great thing. Why not expand the middle for greater maneuverability? Or I could just use a snake to fill the open space so no one notices it on an Aeriel photo. =P | ||
Mastermind
Canada7096 Posts
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Skee
Canada702 Posts
Any suggestions, and thanks for all the feedback, a special thanks to 3FFA who kept this thread alive. =P The middle doodad got grayed out when I exported the image, so just ignore that for now. Edit: The high yield expo has 1 rich geyser that gives off extra gas per trip instead of 2 regular geysers. | ||
Ryuu314
United States12679 Posts
only problem I have with this map is that the thirds are hard to get. If you take a expo at the 2 or 7 o'clock non-gold patches they are rather far from you main, while the ones at 3 and 9 are very hard to defend. The gold mineral patches are actually easier to defend! The makes the map more Zerg favored I think because they have the easiest time securing an expo. However, it's not a bad map and it seems pretty balanced. | ||
Spenguin
Australia3316 Posts
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Skee
Canada702 Posts
On April 26 2010 14:27 Ryuu314 wrote: too much water. enlarge the map. use more of the space! more stuff is (almost) always better. only problem I have with this map is that the thirds are hard to get. If you take a expo at the 2 or 7 o'clock non-gold patches they are rather far from you main, while the ones at 3 and 9 are very hard to defend. The gold mineral patches are actually easier to defend! The makes the map more Zerg favored I think because they have the easiest time securing an expo. However, it's not a bad map and it seems pretty balanced. Please clarify, the gold minerals are actually the hardest to defend and in the most open area, they also have rocks protecting them which makes them harder to secure. Edit: I'm going to bed because its 1:45am here in EST, I will check the thread tomorrow. | ||
Medzo
United States627 Posts
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c.Deadly
United States545 Posts
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QibingZero
2611 Posts
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ChocolateZerg
United States47 Posts
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metasonic
United States115 Posts
If you did want to make it a bit more interesting here are some thoughts: 1. Extend a sliver from the mains to behind the naturals. This could lead to defensive and offensive opportunities. 2. Use tall grass somewhere? I like the simplicity now so maybe this isn't need but it's an option. 3. Shouldn't there be two gasses in the gold minerals? Even if it's a rich gas that's less than 2 normal ones like on most maps. | ||
DanceDance
226 Posts
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Wi)nD
Canada719 Posts
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Ryuu314
United States12679 Posts
On April 26 2010 14:30 mity wrote: Please clarify, the gold minerals are actually the hardest to defend and in the most open area, they also have rocks protecting them which makes them harder to secure. Edit: I'm going to bed because its 1:45am here in EST, I will check the thread tomorrow. The non-gold mineral patches at 3 and 9 at much more open than the gold mineral patches. That's what I mean by easier to defend. Overall, I think it's a pretty solid map, however. | ||
Kuzmorgo
Hungary1058 Posts
EDIT: I just realized the placement of the watch towers are such that they would give sight of the middle, but still i think the one who takes middle first, would be in a huge advantage. | ||
RAUS
210 Posts
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