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[M] (2) Highway_01

Forum Index > StarCraft 2 Maps & Custom Games
 
 Duvon   Sweden. July 10 2012 17:59. Posts 135
Profile # 
Highway_01 - version 0.1
Made by Duvon
Published on [EU]

Overview
+ Show Spoiler +
[image loading]


Idea: A highground middle path straight between the two bases.

Notes:
+ Show Spoiler +
Thinking of making the map vertical instead of diagonal.
The vertical third is a bit clunky - In the concept it was always placed like that, but something may need to be done with it.
Will add road-stop like eyecandy and doodads instead of craters for unplayable areas.


Data:
154x124 Playable
133,5 Nat-nat
10 bases (all full)
No Xel'naga towers.

Analyzer
+ Show Spoiler +
[image loading]

[image loading]


Constructive criticism welcome, especially specific such.
Nothing is impossible, only some things for some people.
Old Post

 
 Monochromatic   United States. July 11 2012 01:31. Posts 641
Profile Blog # 
Is it possible to wall with a FFE at the natural with that backdoor?

Third looks vulnerable to tanks too.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Old Post

 
 iGrok   United States. July 11 2012 01:33. Posts 4297
Profile Blog # 
Looks like its doable with 3 3x3 buildings if built in precisely the right locations
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 FlaShFTW   United States. July 11 2012 02:57. Posts 4999
Profile Blog # 

On July 11 2012 01:33 iGrok wrote:
Looks like its doable with 3 3x3 buildings if built in precisely the right locations

might be, but it would have to be more like a nexus wall-off.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Duvon   Sweden. July 12 2012 19:25. Posts 135
Profile # 
A forward FFE wall was not intended, and does indeed not work.
I'm thinking I should rotate the natural resources towards the main to reflect this somewhat?

The vertical third is indeed very vurnerable to tanks, and the mineral line as well to collosi. I'm toying and will try rotating it 180 degrees, but I really want to keep the middle highground as the fighting area. I'm also thinking of removing the deadspace behind the mineral line to allow for some defense from the lowground.
The 5/11 o'clock bases are intended to be somewhat viable thirds, and the beauty work will reflect it, in time.


Images will come when the TL uploader works again (overload).
Nothing is impossible, only some things for some people.
Old Post

 
 Xaulior   July 12 2012 23:56. Posts 24
Profile # 
I like this map, especially the road as it gives prespective and a sense of scale and detail. I think a lot of map would benefit from such features. In particular, I'm thinking of macro maps with cliffs, open spaces and maybe rocks but not much else.

Thanks again!
Old Post

 
 Fatam   July 13 2012 14:16. Posts 976
Profile # 
I'm really loving the simplicity of this. Sometimes less is more. Good job.
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

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