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[M] (2) Two Kings

Forum Index > StarCraft 2 Maps & Custom Games
 
 HostileIgloo   New Zealand. June 21 2012 16:32. Posts 19
Profile # 
[image loading]

This is currently a work in progress. I am pretty confident about the layout but I'd really appreciate feedback.

(2) Two Kings

Created by Pushcart
Not yet published

Playable 132x132

[image loading]

+ Show Spoiler [Analyzer Summary] +

[image loading]

+ Show Spoiler [Influence Map] +

[image loading]

+ Show Spoiler [ Main to Main Distances] +

[image loading]

+ Show Spoiler [ Nat to Nat Distances] +

[image loading]
Last edit: 2012-06-21 23:29:38
Old Post

 
 ihasaKAROT   Netherlands. June 21 2012 16:35. Posts 3434
Profile Blog # 
The path leading from / to the 3rd is really intresting, havent seen it much like that. However that thing needs to be wider for it to be usefull. Its impossible to get any army trough there now.
KCCO!
Old Post

  Sea_Food   Finland. June 21 2012 16:50. Posts 1612Profile Blog # 

On June 21 2012 16:35 ihasaKAROT wrote:
The path leading from / to the 3rd is really intresting, havent seen it much like that. However that thing needs to be wider for it to be usefull. Its impossible to get any army trough there now.


This isnt bw. In sc2, an army squeezes trough anything in notime.

Anyway, i like the map exept the rocks in the middle. They make scouting distance longer for no reason.
Last edit: 2012-06-21 16:54:12
Old Post

 
 HostileIgloo   New Zealand. June 21 2012 17:10. Posts 19
Profile # 

On June 21 2012 16:35 ihasaKAROT wrote:
The path leading from / to the 3rd is really intresting, havent seen it much like that. However that thing needs to be wider for it to be usefull. Its impossible to get any army trough there now.


Thanks for your comment. I am not quite sure what you mean by / but I am guessing you must be talking about the tight passages at the 11 and 5 o'clock positions. I agree that tweaking probably needs to be done here, but I wouldn't want to make them too large. Ideally I'd like these passages to be unwieldy and risky to run an army through, but that it can be done if needed. I expect that for most of the time these parts of the map will be used more for small counter attacks and harassment.

I am interested in how you think you would use them as they presently are, and how you'd like to see them used.
Old Post

 
 HostileIgloo   New Zealand. June 21 2012 17:22. Posts 19
Profile # 

On June 21 2012 16:50 Sea_Food wrote:
Anyway, i like the map exept the rocks in the middle. They make scouting distance longer for no reason.


Without the rocks in the middle the Main to Main ground distance is 143.9 and the Nat to Nat is 125.3. The N2N distance without the rocks seems a bit short to me, of course with the rocks the distance is pretty long. I do think that the rocks lets the map play more like a larger map in the early game but once the rocks are broken down the distances get quite short and game play much scrappier.
Old Post

 
 TheFish7   United States. June 22 2012 12:06. Posts 1284
Profile # 
The third is kind of a cool feature, I want to say it is too easy to defend but the fact that there is highground nearby makes it harder to say for sure.
I like the backdoor at the 3rd, but I also feel it could be a bit awkward - maybe leave it the same size, but make it less meandering (less of an elbow or 90 degree turn)
At the 3rd, a mineral patch is touching the gas, if I recall there is some reason you shouldn't do that (I just can't remember what it is) Also, the mineral set up is kind of awkward at the 5ths.
I also kind of don't like the rocks. 125 is kind of short, but Xel'naga caverns was 118 so its not impossibly short.

Otherwise, yea - looks very fun to me!
Last edit: 2012-06-22 12:07:16
The special technique of Shadowboxin'
Old Post

 
 FlaShFTW   United States. June 22 2012 14:10. Posts 4999
Profile Blog # 
impossible to take third imo. i feel that you need to move the minerals closer and make some sort of choked area leading into the 3rd instead of that enormous area. the other expo is also hard to take. really far from the natural.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 HostileIgloo   New Zealand. June 22 2012 14:15. Posts 19
Profile # 

On June 22 2012 12:06 TheFish7 wrote:
The third is kind of a cool feature, I want to say it is too easy to defend but the fact that there is highground nearby makes it harder to say for sure.

I think the best solution isn't to make the third any less defensible but is to instead decrease it's worth. I am going to try removing two mineral patches, that also means I can move one of the geysers a little to open up the area behind the ramp a bit more.


I like the backdoor at the 3rd, but I also feel it could be a bit awkward - maybe leave it the same size, but make it less meandering (less of an elbow or 90 degree turn)

This is an interesting idea. I'll try some variations and see the effects on the path finding.


At the 3rd, a mineral patch is touching the gas, if I recall there is some reason you shouldn't do that (I just can't remember what it is) Also, the mineral set up is kind of awkward at the 5ths.

I can see that the minerals might be hidden by the gas building in some situations. The adjacency problem is at the naturals too. I'll fix these too.


I also kind of don't like the rocks. 125 is kind of short, but Xel'naga caverns was 118 so its not impossibly short.

I do feel a bit divided over the rocks in the centre but I don't yet feel the map is better without them than with. I like that breaking down the rocks changes the map quite a bit and may mean that games on the map should have more variety.


Otherwise, yea - looks very fun to me!

Thanks
Old Post

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