Analyze
+ Show Spoiler +
Specifications:
2 Spawn locations
12 mineral bases(0 gold bases)
2 Xel'naga Towers
Size: 152x120 playable
Distances
Nat2nat: 31 seconds(In real time @Fastest)
Published: KR
Forum Index > SC2 Maps & Custom Games |
winpark
Korea (South)68 Posts
Analyze + Show Spoiler + Specifications: 2 Spawn locations 12 mineral bases(0 gold bases) 2 Xel'naga Towers Size: 152x120 playable Distances Nat2nat: 31 seconds(In real time @Fastest) Published: KR | ||
Zaphid
Czech Republic1860 Posts
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winpark
Korea (South)68 Posts
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Steel
Japan2283 Posts
I wonder how a map split would go. If we exclude the gold, your 5th is bound to be either extremely close to your opponents 4th, or close by air from his main (tanks cant reach the mineral lines, can't they o_o). This might be a problem... Other than that, I like it a lot. The base are really well set up, onto cliffs, giving the defender a bigger advantage. A lot of options for counter attacks, too. It is also very nice aesthetically. Good work. | ||
dezi
Germany1536 Posts
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DeltruS
Canada2214 Posts
Here is my feedback:
One thing that is interesting and not necessarily bad is that the watch tower is going to lead to really long game because the defender's tanks will get free vision. The map looks great visually and the concept is solid. | ||
LunaSaint
United Kingdom620 Posts
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dimfish
United States663 Posts
At the moment every attack path through the center has a pretty narrow choke. Thanks for the map! | ||
Ketara
United States15065 Posts
I do agree with an above poster that this map looks very anti-Reaper. Doesn't look like there's hardly anywhere on the map that cliffwalking units can take advantage of. | ||
adso
718 Posts
On May 16 2011 00:01 winpark wrote: [M] is missing... You should pm a mod, they are o so obliging ty mods | ||
Gfire
United States1699 Posts
I do think there needs to be a reaper opening on the main, though. Come to think of it, there's almost no points where the high ground meets the low ground other than ramps. No very reaper friendly at all. | ||
CCa1ss1e
Canada3231 Posts
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Nyovne
Netherlands19124 Posts
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The Final Boss
United States1839 Posts
Great looking map I'll try to play it if I get a chance and if it gets published on NA. | ||
monitor
United States2400 Posts
Jacky's map:+ Show Spoiler + LS's map: + Show Spoiler + The mains look incredibly small (23CC), which will make 1 base plays very hard for Terran. Since the natural is so open (and pretty hard to hold), maybe move it forward and enlarge the main? A lot of the paths are really small, its going to be very hard to maneuver late game armies (200/200). Getting surrounds is going to be really hard anywhere other than the gold, too. I'd like to see some of the paths opened up a bit, and make the chokes more defined. Maybe make the highground 6th's more open? You could also consider connecting the 5th and 6th by highground. I feel like the other maps by Prime are most interesting in terms of aesthetics, maybe you could fill in some space with trees :p. You could also add some grass or darker areas to the lowground, to make it less bland looking. | ||
lefix
Germany1082 Posts
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winpark
Korea (South)68 Posts
But 23.6 CC is enough wide for players. For example, Xel'naga Caverns has 20CC. that's not a problem. | ||
WGarrison
United States96 Posts
My suggestion is that the Xel'Naga towers get moved to the center high ground expansions on the edge closest to the center of the map. | ||
winpark
Korea (South)68 Posts
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thedeadhaji
39473 Posts
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