Edit: I've attached the map that I edited on MS Paint. I did this from school, so excuse the hastiness.
+ Show Spoiler +
Solid red outlines + blue fill = definite change.
Dotted red outline = possible change.
Dotted red outline = possible change.
Forum Index > SC2 Maps & Custom Games |
garlicface
Canada4196 Posts
Edit: I've attached the map that I edited on MS Paint. I did this from school, so excuse the hastiness. + Show Spoiler + Solid red outlines + blue fill = definite change. Dotted red outline = possible change. | ||
lefix
Germany1082 Posts
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hun13
55 Posts
my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin. what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall? seems like that would make it much harder to turtle up on | ||
Drake
Germany6146 Posts
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Griffith`
714 Posts
On March 16 2011 23:23 hun13 wrote: well im going to retract my previous statement, the fact that siege tanks cant reach hatch or minerals from that cliff is pretty huge. they can still be used to contain but a 3 base contain isnt that scary. Plus they offer great defensive options with siege tanks, cliff walking, and cliff side infestors. my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin. what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall? seems like that would make it much harder to turtle up on ACtually I double checked, a single siege tank can hit the 3rd's hatchery, but only with spotter vision. I may or may not remove this. Siegeing a 3rd doesn't seem nearly as bad as sieging a natural on LT. A single siege tank will take about 90 seconds to actually kill a 1500 hp hatchery | ||
hun13
55 Posts
On March 16 2011 23:54 Griffith` wrote: Show nested quote + On March 16 2011 23:23 hun13 wrote: well im going to retract my previous statement, the fact that siege tanks cant reach hatch or minerals from that cliff is pretty huge. they can still be used to contain but a 3 base contain isnt that scary. Plus they offer great defensive options with siege tanks, cliff walking, and cliff side infestors. my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin. what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall? seems like that would make it much harder to turtle up on ACtually I double checked, a single siege tank can hit the 3rd's hatchery, but only with spotter vision. I may or may not remove this. Siegeing a 3rd doesn't seem nearly as bad as sieging a natural on LT. A single siege tank will take about 90 seconds to actually kill a 1500 hp hatchery yeah but couldnt the timing of the tank actualy prevent a thirds hatchery from every getting put down effectively creating an easy 2 base contain? Sounds like something to test at the very least. | ||
Griffith`
714 Posts
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prodiG
Canada2016 Posts
On March 17 2011 06:06 Griffith` wrote: What do you guys think about removing the backdoor minerals to be simply completely open? Temporarily removing them to see how games go. With MULEs in the game, mineral blocks like this are a gimmick that only terran will really use. That said, the proportions of this map are unplayably far off. I would highly suggest redoing the map with some far more severe constraints and using the space on the map intelligently. I had set out to do exactly what you are doing back in the beta (literally, exactly what you are doing) and I abandoned the project simply because I did not agree with designing a map based off polls. You've got a pretty daunting task ahead of you and I sincerely hope you rethink this map as I'm sure the community would love to see something like this work out quite well. | ||
lefix
Germany1082 Posts
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Griffith`
714 Posts
On March 17 2011 06:46 lefix wrote: also, i assume the bridges block any creepspread? if yes, thats quite annoying for zerg and should probably be a normal terrain choke instead. The double-width bridge does not prevent creep spread, but the triple and single-width do prevent creep spread. | ||
TemplarCo.
Mexico2870 Posts
I like the map so far, but it could be twitched. Good luck!!! :D | ||
MonsieurGrimm
Canada2441 Posts
Really good job ^^ but is it possible for a creep tumor as close to one end of the bridge to duplicate to the other end of the bridge, provided that an overlord is creeping up the other end? | ||
oGm`REM
United States870 Posts
Looks so sleek when viewed in game :D | ||
FirmTofu
United States1956 Posts
Also I feel like a turtling terran has a huge advantage in this map due to the narrow chokes at the bridges. They can siege contain each bridge with just a few tanks and proceed to expand to their side of the map easily. Of course, I haven't actually played this map yet so I can't be one hundred percent sure. | ||
dezi
Germany1536 Posts
On March 17 2011 08:12 oGm`REM wrote: Best part I love about this map is the middle! Looks so sleek when viewed in game :D Let's take another bad map and put in the TL sign - BAMM - so awesome ... | ||
Varpulis
United States2517 Posts
also, free third base much? in short: this map makes zergs cry. | ||
FlopTurnReaver
Switzerland1980 Posts
I like the main/nat/third setup. Not sure about the main size though. | ||
Kazang
578 Posts
The only way into THREE EXPANSIONS is a 3 tile wide path? You have got to be kidding. Why all the bridges? I just don't even...... "The Impenetrable 3 Base Fortress of Zerg Tears" would be a good name for this map. | ||
redFF
United States3910 Posts
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emc
United States3088 Posts
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