by Lore
144x144
Other pics:
+ Show Spoiler +
This is another TLMC6 submission. I wanted to submit a 4 player map this time around and I think this adds some interesting features while being very solid at the same time.
Forum Index > SC2 Maps & Custom Games |
lorestarcraft
United States1046 Posts
by Lore 144x144 Other pics: + Show Spoiler + This is another TLMC6 submission. I wanted to submit a 4 player map this time around and I think this adds some interesting features while being very solid at the same time. | ||
bypLy
757 Posts
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lorestarcraft
United States1046 Posts
On April 20 2015 10:09 bypLy wrote: looks pretty imbalanced at this state and needs more finetune How would it be imbalanced? The distances are very consistent, other than simple rotational symmetry I think it's balanced fairly well. | ||
The_Templar
your Country52796 Posts
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lorestarcraft
United States1046 Posts
On April 20 2015 10:22 The_Templar wrote: What's the natural wall-off look like? It's daybreak-esk or similar to any map with a triple ramp at the nat | ||
MarcusRife
343 Posts
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lorestarcraft
United States1046 Posts
On April 20 2015 11:07 MarcusRife wrote: Distance may be fine but it seems like it is easier for the cw player to defend three bases than it is for the ccw player. Assuming the ccw player expands away from the opponent. I see what you are saying, however depending on the race of course, I didn't really think people would HAVE to take the 3rd "away" from the opponent, but even if they did, I think your illustration shows you can use the central high ground as a strong staging area for defense. Given the nature of 4p rotational balance I think it works well. It of course, has not been play tested at a high level so there's that too. | ||
LongShot27
United States2084 Posts
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iGrok
United States5142 Posts
On April 20 2015 12:05 LongShot27 wrote: Bases only around the map lead to the same problem. Unless you're cross spawns, there is no reason to ever use more than half the map. Games would end up being very boring, because there is no area to fight over. Agreed. I'd love to see a gold base added to those center plateaus. | ||
Phaenoman
568 Posts
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lorestarcraft
United States1046 Posts
On April 20 2015 17:32 Phaenoman wrote: The center diamond including - and especially - those 4 highgrounds look very uninspiring. On the contrary I think the importance of controlling those high grounds and to a lesser extent the middle, are key to holding additional bases. Also, the harassment will seek to draw your attention and forces away while allowing your enemy to gain a solid foothold. Defending while your opponent has your own high ground with any kind of a siege army will be difficult. Best to have good vision and map control. I think this map succeeds in promoting the need for both. | ||
SwedenTheKid
567 Posts
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Fatam
1986 Posts
That is the one of your 3 I care about the most | ||
The_Templar
your Country52796 Posts
On April 22 2015 16:11 Fatam wrote: but where is the night tremors thread :-O That is the one of your 3 I care about the most http://www.teamliquid.net/forum/sc2-maps/466041-2-tremors | ||
Antares777
United States1971 Posts
The plateaus add map control zones to different areas and should work pretty well in that respect. The aesthetics are pretty nice, I like how you lowered the cliff-filler doodads to act as decals. | ||
Fatam
1986 Posts
On April 22 2015 22:33 The_Templar wrote: Show nested quote + On April 22 2015 16:11 Fatam wrote: but where is the night tremors thread :-O That is the one of your 3 I care about the most http://www.teamliquid.net/forum/sc2-maps/466041-2-tremors ah ok. I searched for night tremors and didn't get anything :-P templar for president | ||
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