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Hello I'm RexTerran and I live in South Korea and play Korea and Taiwan Server.
This is my first artifical map
you have 2 ways to enemy's base
One way was blocked with rocks. another is toward second multi and third multi
The center slope plays role that blocks enemy's attack.
Thank you for watching my map.
You can search my map in Battle.net that name is Moros Station.
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United States9607 Posts
semi difficult to see everything on this map. probably looks a lot better in game.
ton of small corridors... you need to open up some space on the map.
base placement is fine.
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as I think It doesn't need more space place... therefore players can have Extanding area so easily.. also the corridors works more dynamic playing in the map.
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I would hate battling for map control on this map.
On September 30 2014 05:00 FlaShFTW wrote: semi difficult to see everything on this map. probably looks a lot better in game.
ton of small corridors... you need to open up some space on the map.
base placement is fine. Those aren't small corridors, the map is just really big.
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The base layout is pretty good, but the middle feels like it has too many pathways
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I like the look of the map, it seems super open but the small pathways make it cool. I can imagine a lot of fun battles on this.
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Its a big map, very macro oriented, but the multiple attack pathways force players to stay active with the army to secure map control so its not super easy to turtle. Big maps tend to be zerg favoured in TvZ, but not this one since terran can take good fights and control the creep on this map ^^ Very good map imo.
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The analyzer picture look promising but the final result not so much
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United States9607 Posts
On September 30 2014 06:46 whrqh123 wrote: as I think It doesn't need more space place... therefore players can have Extanding area so easily.. also the corridors works more dynamic playing in the map. more dynamic sure, but its going to be impossible to fight large scale battles on this map. a good tip that mapmakers use to know if there are too many small areas on the map is to make a 200/200 army and run it around the map. does the army funnel too much? needs more areas. just looking at this map, besides the middle, you're not going to get full dps out of your army because too many units will be stuck behind each other.
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So is this Peaks of Baekdu/Crossfire influenced? I like it.
Smaller, less important middle areas aren't as common in SC2 as they were in Brood War. This map has areas that you can lock down with enough Tanks or Swarmhosts or even Sentries; I like it. Is it uploaded on NA servers?
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On October 01 2014 03:24 FlaShFTW wrote:Show nested quote +On September 30 2014 06:46 whrqh123 wrote: as I think It doesn't need more space place... therefore players can have Extanding area so easily.. also the corridors works more dynamic playing in the map. more dynamic sure, but its going to be impossible to fight large scale battles on this map. a good tip that mapmakers use to know if there are too many small areas on the map is to make a 200/200 army and run it around the map. does the army funnel too much? needs more areas. just looking at this map, besides the middle, you're not going to get full dps out of your army because too many units will be stuck behind each other. I think its good when the map encourage the players to split the army, that does make the game more dynamic. And keep in mind that its a very big map, not as chocky as it looks in first glance...
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I like the layout, except that the 3rd base is probably way too easy to defend. But I don't really like the aesthetics, especially the textures. Around the middle it looks really confusing. Haven't yet seen it ingame though.
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Yes. It had been uploaded NA server European Server SE Asia Server SouthKorea-Taiwan Server. you can enjoy this map any server
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Can you post a few pictures close up? It looks pretty amazing from the overview though. I think it is bigger than people are saying.
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