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[M] (2) Crux White Out

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 ATTx   Korea (South). June 08 2012 22:31. Posts 12
Profile # 
[image loading]

Hello ! :D I'm ATTx

[image loading]

[image loading]
ATTx
Old Post

 
 chuky500   France. June 08 2012 22:49. Posts 363
Profile Blog # 
Wasn't the neutral supply depot to stop pylon contain or canons ? If you can put canons on top it's even more powerful now. And bunker rushes would be a viable strategy again.
Old Post

 
 Veloh15   United States. June 08 2012 22:51. Posts 158
Profile # 
Really cool idea! Not sure how practical it is unfortunately.
Old Post

 
 Ragoo   Germany. June 08 2012 23:15. Posts 2205
Profile # 

On June 08 2012 22:49 chuky500 wrote:
Wasn't the neutral supply depot to stop pylon contain or canons ? If you can put canons on top it's even more powerful now. And bunker rushes would be a viable strategy again.


Since it's raised I would assume it's just like a rock, making the ramp smaller early but you can open it up more in case you get contained. Cos then if you would have to go up a 1x ramp it could hurt (forcefields, tanks etc).
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Old Post

  Aunvilgod   June 09 2012 00:13. Posts 2031Profile # 
Lowground Main? I don´t even...

Well I know I´d get lynched if I did that on a map.
Is the map finished? I can hardly see any doodads.
Incredible Miracle
Old Post

  Sea_Food   Finland. June 09 2012 01:18. Posts 1612Profile Blog # 
There are thousands of obvious reasons that make low ground main bad. Like pvp is 100% because of pylons and blink and shit, and in pvt and tvt defender has no advantage.
Can anyone think of any positive reasons for low ground main? If no, then why is it low ground.

Other wise it seems like a good map.

Besides that there is already a map called whiteout
http://www.teamliquid.net/forum/viewmessage.php?topic_id=260524
Old Post

 
 Nora_   Korea (South). June 09 2012 02:39. Posts 2
Profile # 
Sea_Food/ we already know this happen. so this map didn't blink from 3rd multi and narrow second multi's entrance is so easy that defend second multi
Hello Everyone :)
Old Post

 
 a176   Canada. June 09 2012 03:12. Posts 5385
Profile Blog # 
blinking from third to main is not the problem

blinking from natural into main ... and its taldarim style natural with flat entrance. so you guys just recreated the same problem found in taldarim. but worse now that the main is lowered and the defending player has zero vision, forced to get observer.
starleague forever
Old Post

  Aunvilgod   June 09 2012 03:18. Posts 2031Profile # 

On June 09 2012 01:18 Sea_Food wrote:
There are thousands of obvious reasons that make low ground main bad. Like pvp is 100% because of pylons and blink and shit, and in pvt and tvt defender has no advantage.
Can anyone think of any positive reasons for low ground main? If no, then why is it low ground.

Other wise it seems like a good map.

Besides that there is already a map called whiteout
http://www.teamliquid.net/forum/viewmessage.php?topic_id=260524

I think we do far too less experiments with these new map concepts. They are not tested in the current pro-metagame at all. There certainly are ways to avoid the problems but everybody is just too comfortable with their old safe builds.
Incredible Miracle
Old Post

 
 FlaShFTW   United States. June 09 2012 04:07. Posts 4957
Profile Blog # 
please do not have a low ground main.

but its still a great map. it seems you are fond of these backdoor areas on some bases. xD
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Catatonic   United States. June 09 2012 11:48. Posts 690
Profile # 
If only it were more zerg friendly so many chokes and ramps
T: DeMuslim SeleCT. P: Naniwa Genius. Z: IdrA Destiny Team: EG
Old Post

 
 Broodie   Canada. June 09 2012 12:04. Posts 752
Profile Blog # 
This map is a perfect example of why there needs to be four levels of terrain in sc2...

I love the concept though gj
Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 monitor   United States. June 09 2012 12:44. Posts 2276
Profile Blog # 

On June 09 2012 12:04 Broodie wrote:
This map is a perfect example of why there needs to be four levels of terrain in sc2...

I love the concept though gj


Meh this map is a perfect example of why we need to test things. As far as I know there has been almost no testing of lowground mains... so can we just give it a try? PvP is the only MU that I can think of that might be really bad, but who knows. I can forsee highground vision issues with TvP too but... it might work just fine.
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 Broodie   Canada. June 10 2012 08:10. Posts 752
Profile Blog # 

On June 09 2012 12:44 monitor wrote:
....PvP is the only MU that I can think of that might be really bad, but who knows. I can forsee highground vision issues with TvP too ...


Since we're quoting for no reason at all lol
weird how you quote me and derail your own comment off the bat?

Sorry to kill your comment but it will be tested, nobody said they wouldn't try the map, I personally love the concept and ATTx might be my new favotire Crux member!

I've played this map a few times and cheese can be spotted fairly easily but early heavy harass builds are so damn strong from protoss, will test a bit more, I love the design.

But again, this map would obliterate a lot of high end maps already out there if there was a 4th level of terrain allowed.

good job ATTx
Keep up the neat new layouts I love them
Part of team SCA - Want your Games/Tournaments Casted? check out my profile for more info!
Old Post

 
 a176   Canada. June 10 2012 08:44. Posts 5385
Profile Blog # 

On June 09 2012 12:44 monitor wrote:

Show nested quote +



Meh this map is a perfect example of why we need to test things. As far as I know there has been almost no testing of lowground mains... so can we just give it a try? PvP is the only MU that I can think of that might be really bad, but who knows. I can forsee highground vision issues with TvP too but... it might work just fine.


we cant have same level nat-main, why would a lowered main be better ??
starleague forever
Old Post

 
 Yonnua   United Kingdom. June 10 2012 13:22. Posts 1038
Profile Blog # 

On June 10 2012 08:44 a176 wrote:

Show nested quote +



we cant have same level nat-main, why would a lowered main be better ??


Technically the problems with same level usually arise from an inability to forcefield the ramp (e.g. Tal'darim) but with low-ground mains if you can warp in with pylons it doesn't matter anyway because four gates will just roll you anyway. The difference between equal level and lower level with a forcefieldable ramp is just for some terran or zerg pushes. PvP is horrible for both.

For this map I'd suggest enough of a rim around the main of unpathable terrain such that warp-ins aren't viable, if you really are committed to a low-ground main.
PartinG | NaNiwa | Creator | Mvp | Bomber | Oz | FanTaSy | JangBi
Old Post

 
 EatThePath   United States. June 10 2012 16:08. Posts 2440
Profile Blog # 

On June 10 2012 13:22 Yonnua wrote:

Show nested quote +



Technically the problems with same level usually arise from an inability to forcefield the ramp (e.g. Tal'darim) but with low-ground mains if you can warp in with pylons it doesn't matter anyway because four gates will just roll you anyway. The difference between equal level and lower level with a forcefieldable ramp is just for some terran or zerg pushes. PvP is horrible for both.

For this map I'd suggest enough of a rim around the main of unpathable terrain such that warp-ins aren't viable, if you really are committed to a low-ground main.


I would agree that no-build around the top rim of the ramp is the best solution, but this precludes the player from making a wall at the top of the ramp, which would be kind of cool and a natural development for this kind of sunken main (potentially).

It just seems like an untenable design given the balance of the early game. Terran would have to abandon 1rax expo completely on this map vs protoss because of the strength of proxy stalker openings when the stalker gets high ground. I feel like a proper sunken main design just forces players to either play super conservative builds or greedy wall-your-natural builds. Obviously the latter is already standard in some matchups on most maps, but for the other matchups it makes the early game really coinflippy, a term I almost never use.
Comprehensive strategic intention: DNE
Old Post

  Amlitzer   United States. June 10 2012 16:08. Posts 468Profile # 

On June 09 2012 12:04 Broodie wrote:
This map is a perfect example of why there needs to be four levels of terrain in sc2...

I love the concept though gj

It's more like this is why blizzard needs to redo the high ground mechanics in sc2. I really miss being able to have low ground mains in sc2 like you can in bw.
"Not even justice, I want to get truth!"
Old Post

 
 Yonnua   United Kingdom. June 10 2012 16:38. Posts 1038
Profile Blog # 

On June 10 2012 16:08 EatThePath wrote:

Show nested quote +



I would agree that no-build around the top rim of the ramp is the best solution, but this precludes the player from making a wall at the top of the ramp, which would be kind of cool and a natural development for this kind of sunken main (potentially).

It just seems like an untenable design given the balance of the early game. Terran would have to abandon 1rax expo completely on this map vs protoss because of the strength of proxy stalker openings when the stalker gets high ground. I feel like a proper sunken main design just forces players to either play super conservative builds or greedy wall-your-natural builds. Obviously the latter is already standard in some matchups on most maps, but for the other matchups it makes the early game really coinflippy, a term I almost never use.


Ummm.... I said unPATHable terrain, not unBUILDable terrain. Unbuildable terrain does nothing to deal with the problem whereas a ravine or cliff that means there's no pylon reach in to the main does.
PartinG | NaNiwa | Creator | Mvp | Bomber | Oz | FanTaSy | JangBi
Old Post

 
 EatThePath   United States. June 10 2012 16:59. Posts 2440
Profile Blog # 

On June 10 2012 16:38 Yonnua wrote:

Show nested quote +



Ummm.... I said unPATHable terrain, not unBUILDable terrain. Unbuildable terrain does nothing to deal with the problem whereas a ravine or cliff that means there's no pylon reach in to the main does.


oh oops, well same effect -- in either case you're preventing pylon power from reaching the low ground. no-build equivalent to unpathable as far as pylons care.

if you're talking about the cliff of the main that isn't near the ramp, the main is high ground compared to that pylon area, as usual.
Comprehensive strategic intention: DNE
Old Post

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