Overview
Concept Map Only
Concept Map Only
Map Details
Name DF Heat Prison
Version 1.0 (26-06-2013)
Bounds 118x144
Bases 10 Normal Yield Bases & 2 Half Bases
Eye Candy
Change Log
Forum Index > SC2 Maps & Custom Games |
eTcetRa
Australia822 Posts
Overview Concept Map Only Concept Map Only Map Details Name DF Heat Prison Version 1.0 (26-06-2013) Bounds 118x144 Bases 10 Normal Yield Bases & 2 Half Bases Eye Candy Change Log | ||
NewSunshine
United States5651 Posts
But, couldn't help noticing that Player 1 has a distinct advantage. | ||
Aunvilgod
2653 Posts
Wouldn't denying all scouting from toss be a tad imba? Super super coin flippy? | ||
Meltage
Germany613 Posts
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Existor
Russian Federation4295 Posts
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eTcetRa
Australia822 Posts
I will likely be completely redesigning the map beyond the main/nat/third ao it will be a lot closer to the initial semi-island concept I was going for. | ||
Qikz
United Kingdom12010 Posts
On June 26 2013 18:11 Existor wrote: Make middle bases as low ground, or Terrans can fortify entire map with siege tanks Is it an issue that we might finally have a map which is good for tanks? All the current maps in the pool minus Korhal Island are all terrible for tank play which is why mines are now standard. | ||
eTcetRa
Australia822 Posts
On June 26 2013 18:22 Qikz wrote: Show nested quote + On June 26 2013 18:11 Existor wrote: Make middle bases as low ground, or Terrans can fortify entire map with siege tanks Is it an issue that we might finally have a map which is good for tanks? All the current maps in the pool minus Korhal Island are all terrible for tank play which is why mines are now standard. This. Seriously. I would actually like to see some more tank plays. Every map thread I see someone whining about a siege-able natural or something similar. But how often do you even see these plays happen? Tank's just aren't used to a degree where these map features become a problem. Makes me sad. | ||
Existor
Russian Federation4295 Posts
On June 26 2013 18:22 Qikz wrote: Show nested quote + On June 26 2013 18:11 Existor wrote: Make middle bases as low ground, or Terrans can fortify entire map with siege tanks Is it an issue that we might finally have a map which is good for tanks? All the current maps in the pool minus Korhal Island are all terrible for tank play which is why mines are now standard. That was the reason why Jungle Basin was removed from SC2 ladder | ||
SiskosGoatee
Albania1482 Posts
On June 26 2013 18:11 Existor wrote: Can't go any lower, only three levels around.Make middle bases as low ground, or Terrans can fortify entire map with siege tanks | ||
Qikz
United Kingdom12010 Posts
On June 26 2013 18:50 Existor wrote: Show nested quote + On June 26 2013 18:22 Qikz wrote: On June 26 2013 18:11 Existor wrote: Make middle bases as low ground, or Terrans can fortify entire map with siege tanks Is it an issue that we might finally have a map which is good for tanks? All the current maps in the pool minus Korhal Island are all terrible for tank play which is why mines are now standard. That was the reason why Jungle Basin was removed from SC2 ladder No, Jungle Basin was removed from the SC2 ladder for many reasons, tanks being took powerful was not one of them. Also Zerg have vipers now which with good control can help negate that power. | ||
Existor
Russian Federation4295 Posts
Also, right now tanks were replaced with widow mines by many terrans. Others use both, tanks and widow mines, and it works very well. | ||
SiskosGoatee
Albania1482 Posts
On June 26 2013 19:20 Qikz wrote: Well, tanks have also been improved in that they don't take siege tech, which doesn't make them a lot better in the lategame but it makes those tank timings and all ins a lot better of course, when Viper's aren't out yet.Show nested quote + On June 26 2013 18:50 Existor wrote: On June 26 2013 18:22 Qikz wrote: On June 26 2013 18:11 Existor wrote: Make middle bases as low ground, or Terrans can fortify entire map with siege tanks Is it an issue that we might finally have a map which is good for tanks? All the current maps in the pool minus Korhal Island are all terrible for tank play which is why mines are now standard. That was the reason why Jungle Basin was removed from SC2 ladder No, Jungle Basin was removed from the SC2 ladder for many reasons, tanks being took powerful was not one of them. Also Zerg have vipers now which with good control can help negate that power. That said, I think MMMM is more interesting to watch than tank/marine or mech honestly. That said, I still think MMM is the most impressive to watch and the most fun to play. Real men don't need AoE and just split around their opponent's AoE. | ||
MarcusRife
343 Posts
I'm a big fan of the aesthetics. | ||
bypLy
757 Posts
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IeZaeL
Italy989 Posts
One thing i would like to know is the texures & lighting you used .. they seem pretty together | ||
eTcetRa
Australia822 Posts
- Hybrid Lab Inner Textures: - Korhal Wastes Sand - Moros Dirt - Korhal Wastes Dirt Dark - Mar Sara Blackened Rock - Char Rock - Skygeiir Lab Inner Grid Medium - Skygeiir Lab Inner Plates - Skygeiir Lab Inner Panel Details Also, the small debris has 500 hp and 0 armour. | ||
lost_artz
United States366 Posts
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Qikz
United Kingdom12010 Posts
On June 26 2013 19:38 SiskosGoatee wrote: Show nested quote + Well, tanks have also been improved in that they don't take siege tech, which doesn't make them a lot better in the lategame but it makes those tank timings and all ins a lot better of course, when Viper's aren't out yet.On June 26 2013 19:20 Qikz wrote: On June 26 2013 18:50 Existor wrote: On June 26 2013 18:22 Qikz wrote: On June 26 2013 18:11 Existor wrote: Make middle bases as low ground, or Terrans can fortify entire map with siege tanks Is it an issue that we might finally have a map which is good for tanks? All the current maps in the pool minus Korhal Island are all terrible for tank play which is why mines are now standard. That was the reason why Jungle Basin was removed from SC2 ladder No, Jungle Basin was removed from the SC2 ladder for many reasons, tanks being took powerful was not one of them. Also Zerg have vipers now which with good control can help negate that power. That said, I think MMMM is more interesting to watch than tank/marine or mech honestly. That said, I still think MMM is the most impressive to watch and the most fun to play. Real men don't need AoE and just split around their opponent's AoE. I'd like to ask one question, how is that going to affect the early game anyway? Those peices of high ground on the island bases are nowhere near any other bases to be of any use in any form of all in. Sorry I haven't said this before OP, but I love this map's layout and especially love the aesthetics! | ||
a176
Canada6688 Posts
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