[M] (2) Scars of Aiur - Page 2
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Gfire
United States1699 Posts
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IronManSC
United States2119 Posts
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Gfire
United States1699 Posts
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IronManSC
United States2119 Posts
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astroorion
United States1022 Posts
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IronManSC
United States2119 Posts
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IronManSC
United States2119 Posts
It can be walled off with 1 rax, with destructible rocks as the other half of the wall, but can be destroyed by whoever to create a more open path. What do you guys think? | ||
Big J
Austria16289 Posts
On May 19 2011 14:32 IronManSC wrote: One of the changes I am working on right now is reducing the size of the back-door to the natural. This isn't official, but it is an idea worth mentioning to the community. It can be walled off with 1 rax, with destructible rocks as the other half of the wall, but can be destroyed by whoever to create a more open path. What do you guys think? I would consider swapping the place of the opening (where the barracks now is) and the rocks. Therefore stationary defenses in the corner between the 2entrences don't protect the rocks. and maybe put them a little bit more towards the gold base, for the same reason. at the moment it just feels like you can't use the backdoor at all if you have a low range army (zerg, zealot heavy Protoss) if a siegetank is somewhere behind it. | ||
IronManSC
United States2119 Posts
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Gfire
United States1699 Posts
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IronManSC
United States2119 Posts
On May 20 2011 01:54 Gfire wrote: It would be fine if the ramp was closer to the CC. You should put the gas by the main with the minerals in the back more like on Shattered. Then Terran can wall off to their CC just like on XNC. ?? | ||
Gfire
United States1699 Posts
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IronManSC
United States2119 Posts
1.1 Changes: 1) I revamped the bottom left and top right bases, as well as the back-door to the naturals. This is the new layout in 1.1: -- The 3rd (or 4th) is slightly closer to the natural. -- The backdoor to the natural is blocked by rocks, allowing for multiple attack paths as well as an easier and safer path to the 3rd (or 4th). -- The gold ramp facing the 2 bases was taken out. This caused the gold base to be too safe and too easy to reinforce. Either way, if the gold is attacked, there is a possible escape route leading back to your bases. 2) LOS was added to the left and right of the center area to protect the center bases more: 1.1 Center: --The LOS is just out of reach of the XWT vision, like so: Other fixes: • Pathing re-done to allow for drops to be made on the cliffs by the 9/3 o'clock bases, as well as the 7/2 o'clock bases. • Lighting has been worked, and the map is now brighter when playing. • Other lighting features were added to enhance visual effects. • Foliage re-done • Several more doodads were added • Textures were polished in various places Any other comments or feedback? Please let me know here or add me on SC2! IronMan.714 | ||
goal 888
167 Posts
Other than that I think its a pretty solid map | ||
IronManSC
United States2119 Posts
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Gfire
United States1699 Posts
I still don't understand the addition of the curtain... Doesn't this decrease the amount of safe movement outside of the Watchtower vision and thus make center control even more over-important? What was the concept being adding that? With the removal of over half of the openness of the natural, perhaps you should widen the front choke leading into it. | ||
IronManSC
United States2119 Posts
I will think about widening the front choke, but not 100% positive. I am also thinking about adding either a path blocked by rocks going between the trees (connecting the middle to the island) as a possible escape route, or adding some high ground connecting it near the corner base. I'm not sure what to do. | ||
Gfire
United States1699 Posts
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IronManSC
United States2119 Posts
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lefix
Germany1082 Posts
and whats the tank range from up there now towards the third? | ||
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