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[M] (2) Niflheimr

Forum Index > StarCraft 2 Maps & Custom Games
 
 ChaosRefined   United States. June 16 2012 03:11. Posts 52
Profile # 
[image loading]

Heavily based on my first map, it retains the basic layout but adds and recreates a lot of spaces, especially the natural. It was designed to make you choose between which third you wanted to take, as each one has its pros and cons. The destructible rocks in the middle can make late game pushes or timing attacks a lot stronger, but at the cost of getting faster reinforcements you have to slow down your push to destroy the rocks.

[image loading]

Ideas, feedback, anything at all would be greatly appreciated as this is probably the first map I've actually felt good about!

Change Log
+ Show Spoiler +
Last edit: 2012-06-23 06:35:01
Old Post

 
 PandaZerg   Canada. June 16 2012 03:43. Posts 148
Profile # 
Looks nice! Very nice!

Third seems a bit hard to take/hold and fourth looks to be much harder.

I suggest to you to move (not add, just move) destructible rocks here and there:
+ Show Spoiler +
Last edit: 2012-06-16 03:46:37
Old Post

 
 ChaosRefined   United States. June 16 2012 04:23. Posts 52
Profile # 

On June 16 2012 03:43 PandaZerg wrote:

I suggest to you to move (not add, just move) destructible rocks here and there:
+ Show Spoiler +


I've been thinking about how to make the third easier to take for a while now, a bunch of my friends who have played it have complained about the third being hard to take. With your suggestion, the natural would be incredibly hard to hold. instead, I've chopped off the top half of the LoS blockers, and moved the other set of destructible rocks to below them. This way, it gives the defender more advantage, and always rewards control of the watchtower above/below the base

+ Show Spoiler +
Old Post

 
 TheFish7   United States. June 19 2012 13:46. Posts 1215
Profile # 
I like this map, if I were to make any suggestions it would be to bring the 3rd in question a bit closer to the main, perhaps rotating the ramp to get down to it as well. I also like where you are going with the middle bit but feel that its too tight in general - siege tank heaven and risky for anyone to try and move through it. The 2 bases in the top left and bot right are also a bit too close together.
 
Old Post

 
 Guardian85   June 20 2012 04:00. Posts 155
Profile # 
Maybe im not the right one to comment, but isnt middle highest ramps a little to easy to control with siege or colossus?

I would perhaps increase the highest ramps surface, a little north and south just a few grid squares.

A little more texture finish, but else a great looking map
Last edit: 2012-06-20 04:02:05
Old Post

 
 Existor   Russian Federation. June 20 2012 04:08. Posts 3124
Profile # 
Reminds me about red alert 3 winter maps
Old Post

  Sea_Food   Finland. June 20 2012 04:18. Posts 1612Profile Blog # 
Why is the natural so far away from the ramp? It makes defending both ramp and natural way too hard before you can establish a defensive front in the ramp. Like if you play zerg and cant get creep there yet. Also because of the rocks allow second ramp to the natural, early walling in this map will be way too hard imo.
If you moved the natural more in front, closer to main ramp, you would fix both problems.

Also I dont like the map only having 8+0,5*2 bases, because this means if enemy camps on 3 bases, you cant capitalize by getting 5 or more bases of your own. Only 4,5, which is bad especially after enemy transitions into 4th base of himself.
Old Post

 
 FlaminGinjaNinja   United Kingdom. June 20 2012 05:01. Posts 866
Profile Blog # 
Looks like a really good map, as others have said the 3rd/ 4th looks a bit iffy but other then that very well done. Any chance of getting it available on EU so i can play?
GinjaNinja.661 EU server. I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Old Post

 
 tehemperorer   United States. June 20 2012 07:43. Posts 2180
Profile Blog # 
Doesn't look too friendly for Zerg in PvZ. I think it looks good but put more space in middle. Right now a few sentries can easily control those routes.
Knowing is half the battle... the other half is lasers.
Old Post

 
 Klyberess   Sweden. June 20 2012 08:05. Posts 317
Profile # 

On June 20 2012 07:43 tehemperorer wrote:
Doesn't look too friendly for Zerg in PvZ. I think it looks good but put more space in middle. Right now a few sentries can easily control those routes.

Holding the middle won't really help P when Z has several paths available to go around it, will it?

At a glance, balance seems fine to me, but I would never want to take a third here (I'm T). It's way too hard to hold
EmpireHappy <3 STHack <3 ByunPrime
Old Post

 
 FlaShFTW   United States. June 20 2012 08:50. Posts 4960
Profile Blog # 
make the third easier by making the current 12/6 bases more into a Cloud Kingdom styled third base. That should help imo.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 ChaosRefined   United States. June 20 2012 09:21. Posts 52
Profile # 
okay, so from the feedback I'm hearing what I'm going to do is move the 12/6 bases closer to the main (more of a 1:30/7:30 style) and turn the ramp down. I'm going to keep the rocks on the ramp, as I feel like it will add variety to zerg matches because of the meta game being the way it is right now and most zergs opting for as fast thirds as possible in all but zvz, and the rocks will encourage more two base play which has been phased out. With the space from the thirds being moved, I'll rotate the fifths towards the centers more and open up the center a bit. I'm currently working on another map right now, but I'll do it within the next couple of days. Thanks for the feedback everyone!
Old Post

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