[M] (3) Aztec - Page 2
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Mereel
Germany895 Posts
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a176
Canada6688 Posts
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RogueStatus
266 Posts
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No0n
United States355 Posts
If you just rally to your natural choke instead of your main choke then doesnt that easily solve the problem. The natural choke looks small enough to defend easily w/o that many disadvantages. And if you do stay on 1 base its kind of your own fault. | ||
Magrath
Canada292 Posts
1. Make the expansion expand more openly to the choke. Siege tanks get set up on the other side of the high ground and don't have a real straight path. The layout forces the player to keep the bulk of his army in the front out in the open to prevent any positional type vT games. That puts units far from the main leaving it open for drops. 2. Since the low ground highly favors quick expansion to prevent from being contained in your main you need to make it safe to fast expand by increasing the ground rush distance. Sort of like Scrap Station does. Even though Terrans can just double proxy rax you, it's something to consider to straight up non-cheese play. I | ||
Geovu
Estonia1344 Posts
Don't. Starcraft 2 needs relatively tight corridors because of the way armies clump up. In SC1 crap is spread so thinly that if there is a tight corridor/ramp it will take 10 minutes for a control group of dragoons to walk though it. On the other hand in SC2 20 marines could walk side by side in a fallopian tube. SC2 Python is so wide open to the point of ridiculousness, while it didn't matter so much in SC1 because a maxed army a moving through the middle would still take up the whole space. Also, don't knock the lowground main until you've tried it. There's no need theorycrafting for eternity over something that worked in SC1 fine until the map has gone through rigorous testing. It's a port for crying out loud! | ||
Samro225am
Germany982 Posts
On February 04 2011 16:23 Geovu wrote: To those complaining about the size/small corridors: Don't. Starcraft 2 needs relatively tight corridors because of the way armies clump up. In SC1 crap is spread so thinly that if there is a tight corridor/ramp it will take 10 minutes for a control group of dragoons to walk though it. On the other hand in SC2 20 marines could walk side by side in a fallopian tube. SC2 Python is so wide open to the point of ridiculousness, while it didn't matter so much in SC1 because a maxed army a moving through the middle would still take up the whole space. Also, don't knock the lowground main until you've tried it. There's no need theorycrafting for eternity over something that worked in SC1 fine until the map has gone through rigorous testing. It's a port for crying out loud! i understand where you are coming from, but the problems with such pathes is not so much the overall narrowness, but the fact that it promotes a slow pushing forward, expnsion, per expansion way too much. therefore i would suggest to put a wider ramp next to the gold. you can block or halfway block it withalso i think the pah shold get wider the more you move towards the centre. another addition i would really love is to have a smaller choke at the third and a really big at the fourth (but highground) and an additional ramp from forth down to third. but this would be a different map.. I guess I will build it myslef also you need more space in general at nat and/ore third (+ smaller main, use it for bigger gold) and more space behind gold minerals. | ||
a176
Canada6688 Posts
On February 04 2011 16:23 Geovu wrote: To those complaining about the size/small corridors: Don't. Starcraft 2 needs relatively tight corridors because of the way armies clump up. In SC1 crap is spread so thinly that if there is a tight corridor/ramp it will take 10 minutes for a control group of dragoons to walk though it. On the other hand in SC2 20 marines could walk side by side in a fallopian tube. SC2 Python is so wide open to the point of ridiculousness, while it didn't matter so much in SC1 because a maxed army a moving through the middle would still take up the whole space. Also, don't knock the lowground main until you've tried it. There's no need theorycrafting for eternity over something that worked in SC1 fine until the map has gone through rigorous testing. It's a port for crying out loud! that is not the reason at all for small corridors. map terrain is vitally important to army positioning. having enough space for zerglings to surround, or having a wide area to run away from banelings or storms, for terran. even protoss will not admire running their death ball into a choke covered by a couple siege tanks. | ||
Mereel
Germany895 Posts
-changed the ramps for fourth -changed ramp position at 10 -changed gold space -changed mainbase size **1. Make the expansion expand more openly to the choke. Siege tanks get set up on the other side of the high ground and don't have a real straight path. The layout forces the player to keep the bulk of his army in the front out in the open to prevent any positional type vT games. That puts units far from the main leaving it open for drops.** maybe u can show me what u mean on a screenshot. **Since the low ground highly favors quick expansion to prevent from being contained in your main you need to make it safe to fast expand by increasing the ground rush distance** ground rush distance is 175 which is actually really far. look at xelnaga caverns u got 145. | ||
lefix
Germany1082 Posts
i like the layout | ||
sluggaslamoo
Australia4494 Posts
I'm uploading this on SEA if you don't mind ^_^ (I named it "The Aztec") EDIT: Could do away with the destructible rocks IMO Dammit it keeps uploading on NA lol T_T. Ok its uploaded on SEA now :D | ||
TemplarCo.
Mexico2870 Posts
Great Job! | ||
Gemini_19
United States1215 Posts
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