(or is that the updated version lol, I see it was edited today but I also see people talking about a lot of changes so, haha)
Thanks!
Forum Index > SC2 Maps & Custom Games |
SidianTheBard
United States2474 Posts
(or is that the updated version lol, I see it was edited today but I also see people talking about a lot of changes so, haha) Thanks! | ||
IronManSC
United States2119 Posts
It's updated. @lefix: The ramp was taken out because it created a much easier path to reinforce the gold, thus making it safer to take, and giving a crutch to terran mobility. With the ramp removed, there are still 2 possible ways to attack it, and 2 possible ways to escape, both which lead back to your bases one way or another. The tank range from the high ground gold expansion only reaches the vespene geyser. | ||
FoxyMayhem
624 Posts
I would suggest measuring the choke on The Shattered Temple and making the natural choke a little closer to that. I think the current choke is even tighter than the one on The Lost Temple, which was adjusted for being problematic. I like the golds on the highground as it is now. I haven't played it, but "on paper" it looks the best to me. Can a siege tank hit a CC, Nexus, or Hatch from the high ground at the third? | ||
IronManSC
United States2119 Posts
On May 21 2011 05:23 FoxyMayhem wrote: I really like those destructible rocks there, Iron. It allows a Zerg to respond to an greedy expander, and yet isn't entirely safe to FE to. I would suggest measuring the choke on The Shattered Temple and making the natural choke a little closer to that. I think the current choke is even tighter than the one on The Lost Temple, which was adjusted for being problematic. I like the golds on the highground as it is now. I haven't played it, but "on paper" it looks the best to me. Can a siege tank hit a CC, Nexus, or Hatch from the high ground at the third? Yes, I like those rocks there too I have plans to widen the main choke a little more that leads into the natural. I'm also going to trim that little piece of high ground that extends inward toward it to prevent heavy static defenses. The golds are being re-worked. They will still be there, but the ramps are just changing places to help terran late game mobility more. The bases will still be easy to take, but because it's still far away from most of the bases, it's still risky. I've done lots of testing on siege, thor, and colossi range. A siege tank can only hit the vespene geyser from the gold high ground. At the 9 and 3 bases (if you notice the high ground there as well, which is pathable), the siege tank can hit some workers, a geyser, and a hatch/nexus/CC, but not a thor. I think it is only fair that terrans can gain a small advantage on such a late-game base. | ||
FoxyMayhem
624 Posts
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IronManSC
United States2119 Posts
Once this map is entirely finished I am thinking about changing the name... Temple Basin sounded good | ||
IronManSC
United States2119 Posts
1) I revamped the corner bases yet again. This time, I think it will work more efficiently and may help terran late game mobility. BEFORE: AFTER: --The main chokes into the naturals were widened a little. --The corners of the main bases went too far into the choke, and they've been trimmed off to prevent heavy static defense turtling; overprotecting the natural. --The gold ramps were re-positioned to be more friendly, but are still at risk. --The corner bases were, once again, moved a little closer to the natural, and are now much more out of reach of the high ground next to it. --In the center, the water was increased slightly to close up the extremely large gap of open ground. 2) The center LOS was re-worked again. BEFORE: AFTER: --The chokes between the trees and center was slightly widened to allow for easier passage and concealment from XWT vision. This also reduces the distance to the island base slightly. 3) Foliage, textures, and pathing were fixed. Special thanks to iGrok for most of the feedback concerning the 1.2 changes. Search for 'Scars' (version 1.2) on battle.net to test play it. Comments? More feedback? Let me know! | ||
Trufflez
Australia174 Posts
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lefix
Germany1082 Posts
right now you can still see you have been removing ramps there | ||
IronManSC
United States2119 Posts
that makes no sense @Trufflez: I don't get how other map makers do what i did with the gold (and people are okay with it), and then I get criticized for doing it too? | ||
IronManSC
United States2119 Posts
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IronManSC
United States2119 Posts
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Walls
United States172 Posts
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FoxyMayhem
624 Posts
Considering the risk, do you think the gold needs rocks blocking it? (I think the platform is plenty ascetically pleasing, but that may just be me.) One other thing, Iron: you're reply to Trufflez was defensive and didn't explain the reasoning behind a single geyser at all. Beside, I really don't think he was criticising you. All Blizzard maps have 2 gas, so it's a pretty natural question. Are you doing it just because other map makers are? If now, what is the strategy behind it? | ||
IronManSC
United States2119 Posts
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ihasaKAROT
Netherlands4730 Posts
Omg, someone make that ^^ | ||
IronManSC
United States2119 Posts
On May 23 2011 16:25 ihasaKAROT wrote: Only on mondays? Would be sick tbh, map changing depending on the day you play on it Omg, someone make that ^^ I have no idea what you mean. | ||
ihasaKAROT
Netherlands4730 Posts
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eXigent.
Canada2419 Posts
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IronManSC
United States2119 Posts
1.4 Fixes: 1) Concerning the natural bases, some land patches were connecting to the main, allowing reaper harassment to reign. These little patches of land have been removed to prevent reapers from causing too much damage too easily. 2) Concerning the center bases, reapers and colossi were taking advantage of the cliffs. Gaps were filled in around the center bases to reduce the amount of space colossi and reapers can travel up and down the cliffs. 3) The gold base was slightly widened behind the mineral line to allow for a any sort of defense. They also have been given one more geyser and one additional mineral node. The gold bases now have 6 mineral nodes and 2 vespene geysers. 4) Fog, rain, foliage, and pathing has been updated. 5) Aesthetics have been updated in numerous areas around the map. | ||
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