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[M] (2) Critical Core

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 MarcusRife   June 30 2012 10:13. Posts 223
Profile # 
[image loading]

Nat to Nat (Close positions) ~ 40 secs
Nat to Nat (Cross positions) ~ 50 secs
Nat to Nat (Close positions once rocks are down) ~ 37 secs

Old version
+ Show Spoiler +
Published on NA in custom maps
Playable Map Bounds: 150 x 150


Screenshots
+ Show Spoiler +

Feedback welcome.

My map portfolio: http://www.teamliquid.net/forum/viewmessage.php?topic_id=352620
Last edit: 2013-04-23 16:04:03
Old Post

 
 moskonia   Israel. June 30 2012 10:26. Posts 938
Profile # 
Ohana? I think it more like a mix of Antiga and Condemned ridge at close by air position, because of the one entrance 3rd, and way the 4th is, except it is not in the middle.

Can you give teh analyzer for rush distance? would be more useful then only having the openness.

Overall the map seem cool, I don't really like the watch towers covering every path to your base, but that is your choice.
"He who learns to walk, should never crawl again"
Old Post

 
 MarcusRife   June 30 2012 10:29. Posts 223
Profile # 

On June 30 2012 10:26 moskonia wrote:
Overall the map seem cool, I don't really like the watch towers covering every path to your base, but that is your choice.


I'm hoping it will encourage small skirmishes to get control of them.


On June 30 2012 10:26 moskonia wrote:
Can you give teh analyzer for rush distance? would be more useful then only having the openness.



It's about 120 for close and 145 for cross.
Last edit: 2012-06-30 10:30:36
Old Post

 
 PandaZerg   Canada. June 30 2012 10:33. Posts 148
Profile # 
why so many rocks?
Old Post

 
 MarcusRife   June 30 2012 10:36. Posts 223
Profile # 

On June 30 2012 10:33 PandaZerg wrote:
why so many rocks?


I wanted to make it a semi-island. After that it was probably a too safe first expansion for Terran.

I am open to leaving them off of the town hall location. Would need to see.
Old Post

 
 Inside.Out   Canada. June 30 2012 10:40. Posts 552
Profile Blog # 
wtf rocks
Old Post

 
 Infidler   Norway. June 30 2012 10:58. Posts 43
Profile # 
Very nice map :')
although imo i think that you need to do something about those Nagas, and i see you really do like rocks
Goal; get one of my maps on the ladder.
Old Post

 
 moskonia   Israel. June 30 2012 11:01. Posts 938
Profile # 
IMO a good useage of watch towers is to make them reveal the entrance when the rocks still stand but later on the side paths could be used for surprise attacks.
"He who learns to walk, should never crawl again"
Old Post

 
 FlaShFTW   United States. June 30 2012 11:11. Posts 4963
Profile Blog # 
suggest making center area only for one tower instead of 4. give too much map vision imo.

also wtf rocks. dustin browder was here.

solid map, cant really say much about the 3rd, other than the fact that say someone spawns bottom and someone spawn left, then left will have advantage because they will have a closer drop to the 3rd. watch out for that minor imbalance.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 NewSunshine   United States. June 30 2012 12:44. Posts 1023
Profile # 
My first thought when I saw this was:
http://teamcrux.tistory.com/89

But all things considered, it's a solid map from you, and I think it's a step forward. The map is nothing unique, but it's a simple, solid map, albeit with a LOT of rocks. I'd drop the ones blocking the expansion. Keep it up though!
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 MarcusRife   June 30 2012 13:12. Posts 223
Profile # 

On June 30 2012 12:44 NewSunshine wrote:
I'd drop the ones blocking the expansion. Keep it up though!


I agree. Done.
Old Post

 
 FlaShFTW   United States. June 30 2012 13:19. Posts 4963
Profile Blog # 
take out one set of rocks at the middle base because terran lift can be a bit powerful.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 MarcusRife   June 30 2012 13:20. Posts 223
Profile # 

On June 30 2012 13:19 FlaShFTW wrote:
take out one set of rocks at the middle base because terran lift can be a bit powerful.


We don't need to get into that discussion again. You and I know where we stand on this issue from my other thread.
Old Post

 
 Guardian85   June 30 2012 14:54. Posts 155
Profile # 
The size of the map, and the rocks, provoces agressive play, i dont know how the map plays out, but it looks like a very Micro play favourable map.
The feel i get is that your spawning side by side with the enemy, like one on each side of a fence, who ever gets the hounds loose first, is the one walking home.
But maybe im wrong, its anyways the way it feels.
If it releases in EU, i might test it.

EDIT: I dont wish to sound negative, and im trying to improve on that.. As people might know its easy to leave behind comments on whats "wrong" with a map, its important to remember mentioning whats good as well.
On account of that, i'd like to mention that your spacing, in terms of how much space, versus too much space, is looking excellent.
The shape of the map layout is great, but might be a little to Close to each other for my own personal taste.
Your middle is clean, simple but very inviting.. though i dont think 4 XNT, will be the best choice.
Last edit: 2012-06-30 16:28:04
Old Post

 
 monitor   United States. July 01 2012 01:53. Posts 2280
Profile Blog # 

On June 30 2012 13:20 MarcusRife wrote:

Show nested quote +



We don't need to get into that discussion again. You and I know where we stand on this issue from my other thread.



No, don't take out those rocks, otherwise the middle expos suck. The semi-islands are frickin awesome and they have to be this way for the position balance to work- if you removed any set of rocks, the expansions would become very vulnerable and hard to defend. The thing that makes them viable is that you can break 1 set of rocks or none and have it be very safe for you to hold, regardless of the position. If anything, the solution would be to remove the ramp that the diagonal rocks are on so that it's even less vulnerable.
Starcraft 2 Mapmaker for TPW || Author of Korhal Compound
Old Post

 
 MarcusRife   July 01 2012 04:47. Posts 223
Profile # 

On June 30 2012 14:54 Guardian85 wrote:
If it releases in EU, i might test it.



Anybody want to host it on EU so the EU buddies can test it?


On June 30 2012 14:54 Guardian85 wrote:
Your middle is clean, simple but very inviting.. though i dont think 4 XNT, will be the best choice.


Do you suggest having no towers?
Last edit: 2012-07-01 05:09:05
Old Post

 
 IronManSC   United States. July 01 2012 05:24. Posts 1660
Profile # 

On June 30 2012 10:26 moskonia wrote:
Ohana? I think it more like a mix of Antiga and Condemned ridge


He means this:

[image loading]

[image loading]
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 Guardian85   July 01 2012 05:34. Posts 155
Profile # 

On July 01 2012 04:47 MarcusRife wrote:

Show nested quote +



Anybody want to host it on EU so the EU buddies can test it?


Show nested quote +



Do you suggest having no towers?



It might not be a problem, but i think 37% coverage, is a lot, for the map.. but since theres 4, its still hard to mapcontrol all of that.
Yes either keep it as it is, or remove them all.
Its a hard call, and im guessing only testing it would be the way to know.
Old Post

 
 CamoPillbox   Czech Republic. July 01 2012 07:06. Posts 147
Profile # 
looks good but remove xelnaga is better cause this xelnaga on this map is just op without them is map better
Czech Protoss(Wol)/Terran(Hots) player
Old Post

 
 MarcusRife   July 02 2012 06:29. Posts 223
Profile # 

On July 01 2012 01:53 monitor wrote:
No, don't take out those rocks, otherwise the middle expos suck. The semi-islands are frickin awesome and they have to be this way for the position balance to work- if you removed any set of rocks, the expansions would become very vulnerable and hard to defend. The thing that makes them viable is that you can break 1 set of rocks or none and have it be very safe for you to hold, regardless of the position. If anything, the solution would be to remove the ramp that the diagonal rocks are on so that it's even less vulnerable.


I liked monitor's suggestion so I went ahead and took out the large ramps in the middle. Also made some aesthetic updates.
Old Post

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