Overview
Officially uploaded to [SEA] [NA] [EU] [KR]
Officially uploaded to [SEA] [NA] [EU] [KR]
Map Details
Name DF Sara Mesa
Version 1.0 (21-06-2013)
Bounds 152x140
Bases 14 Normal Yield
Rush Distances 60 Cross & 52 Vertical
Eye Candy
Change Log
Forum Index > SC2 Maps & Custom Games |
eTcetRa
Australia822 Posts
Overview Officially uploaded to [SEA] [NA] [EU] [KR] Officially uploaded to [SEA] [NA] [EU] [KR] Map Details Name DF Sara Mesa Version 1.0 (21-06-2013) Bounds 152x140 Bases 14 Normal Yield Rush Distances 60 Cross & 52 Vertical Eye Candy Change Log | ||
Semmo
Korea (South)627 Posts
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ATTx
Korea (South)178 Posts
i love it | ||
SynQ
United States19 Posts
On June 21 2013 23:15 Semmo wrote: Pretty damn cool map. This exactly :D | ||
SigmaFiE
United States333 Posts
On June 21 2013 23:15 Semmo wrote: Pretty damn cool map. On June 21 2013 23:59 ATTx wrote: very nice map i love it Next WCS Korea map? This map changed a lot from last time I saw it. I love it! Good job. | ||
EatThePath
United States3943 Posts
very cool shifted symmetry | ||
SiskosGoatee
Albania1482 Posts
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ScorpSCII
Denmark499 Posts
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lorestarcraft
United States1046 Posts
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NewSunshine
United States5651 Posts
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Aunvilgod
2653 Posts
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Samro225am
Germany982 Posts
you could take away the unneeded holes in the nat plateau and you have enough space for the ramps into thirds at 12 and 6. the highrounds at 9 and 3 are incredible unelegant if i may say so. Over all it looks good but i do not see what makes it so special. Looking at Frost or my icy hots beta map frozen shore...except hard thirds, yet that is not new... edit: how short is vertical air? | ||
Fatam
1986 Posts
Cheers | ||
eTcetRa
Australia822 Posts
On June 22 2013 05:53 Fatam wrote: didn't see it on NA when I searched. Then I tried SEA and also nothing, you might have accidentally made it private or something. Was going to test FFE because the nat choke looks a little too wide to the naked eye but I wasn't sure about it. Cheers I haven't been able to upload it yet. Will do so asap. Shifted mirror is not required and is just to "make it more interesting than it is". While it is not required at all I think the degree the mirror has been shifted doesn't negatively impact the map but makes the map more appealing to the eye. Much like Shakuras Plateau before it which done the same thing. The biggest issue might be the way I have placed the bases at the 6 and 12 oclock positions. And I am going to fix these bases in a future version. Holes outside the natural seem unnecessary and choke the area up too much. These have been removed and a future version will reflect this. I have also adjusted the line of sight blockers here (because line of sight blockers rock!). The highrounds at 9 and 3 are incredible inelegant. I'm going to assume you mean the smaller highgrounds closer to the edge of the map. I also have mixed feelings about these and I kind of want to remove these completely. In fact these little tucked thirds nearby I want to change up a bit aswell. Vertical spawn air distances seem short. I have made changes to the main and natural in a test version to alleviate this problem. Thanks for all the feedback guys it's incredibly helpful. I am hoping to release an updated version within the next couple days. | ||
Samro225am
Germany982 Posts
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bypLy
757 Posts
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Fatam
1986 Posts
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EatThePath
United States3943 Posts
On June 23 2013 03:31 Fatam wrote: While you're making adjustments I think you should also consider tweaking how far the nat choke is from the nat mineral line.. terrans really moan about that I might be off base (no pun intended) but imo this is an interesting feature provided there is an opportunity to wall with one more depot/pylon closer to the base. Right now terrans wall off with bunker and N depots anyway, so I don't see placing the wall closer but requiring an extra depot as a huge cost. The choice of farther away + smaller wall vs closer + larger wall is a nice strategic tension with relevance in different ways at different stages of the game, which is one of the best dynamics a map feature can have. | ||
eTcetRa
Australia822 Posts
Once again fog will not work in overview. How to fix?... Changes are: - All resource placements adjusted. - Complete texturing overhaul. - Aesthetics beyond playable bounds changed. - A LOT of pathing errors fixed. - Main size reduced. - Main ramp adjusted. - Main and natural shapes changed slightly. - Hole outside natural removed. - 6 and 12 o'clock bases centred more. - 6 and 12 o'clock areas reduced in size. - 3 and 9 o'clock high ground changed to become droppable ledges, rocks removed from map. Edit: I'll update the OP when I wake up in the morning, it is getting late. | ||
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