Name DF Sunfire
Version 1.1
Spawns 4
Bounds 122x146
Bases 14
Cross-spawns only
Version 1.1
Spawns 4
Bounds 122x146
Bases 14
Cross-spawns only
Please leave a comment, all feedback is appreciated.
Forum Index > SC2 Maps & Custom Games |
ScorpSCII
Denmark499 Posts
Name DF Sunfire Version 1.1 Spawns 4 Bounds 122x146 Bases 14 Cross-spawns only Please leave a comment, all feedback is appreciated. | ||
TheFish7
United States2824 Posts
The low ground spawn is very different, looks like you can wiggle workers and lings through the gap in the cliffs at the 3rd? I need to try this map out | ||
sCnDiamond
Germany340 Posts
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SigmaFiE
United States333 Posts
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Quakecomm
United States344 Posts
edit: pls upload to NA no excuse not to now with region switching | ||
lorestarcraft
United States1046 Posts
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SidianTheBard
United States2474 Posts
I actually don't care for the 2 & 8 o clock spawns. I think there is a lot to cover to stay safe and the attacker can bounce between d-rocks really easy and could eventually set up a nice defense on the high ground. You know what'd be neat. Instead of the mineral walls blocking that path, block it with a watch tower. (Then you'd have to be careful about warp ins though) Could then get rid of that base and basically the pocket 3rd with the two rock towers would be the goto 3rd for each spawn. 10 & 4 spawns I like, although I'm a little unsure how fast the rush distances are with and without the rocks in the middle. Seems like it could be a little short, but I guess with the somewhat easy to hold 3rd that probably wouldn't be too much of a problem. Great work at trying new things Scorp! | ||
Fatam
1986 Posts
Some cool things going on in bottom left / top right spawns, but I think the classic problem of the attacker's bounce between 2 entry points being much shorter than the defender's is present here. I also think the map is probably a little on the turtley side if it goes lategame. But hard to say for sure. The middle is a little bland perhaps, but then again people discount your map if you put too much crazy into it so I understand the choice. Pretty interesting map overall. | ||
EatThePath
United States3943 Posts
Lategame you get 6 bases all in a cluster with 2 of them in a corner protected by the ones in front of them, and the total ground width you have to defend is quite small + Show Spoiler [picture] + relative to most maps. I think this map is one of those 2-in-1 that has a lot of neat stuff and is overall well put together and definitely had good thoughts go into it, but isn't really the greatest map and would be better off distributing its concepts into dedicated 2p maps, or possibly branching out into 4p executions. tl;dr problems outweigh the good things, which are quite good taken individually | ||
ScorpSCII
Denmark499 Posts
On June 28 2013 23:25 TheFish7 wrote: The low ground spawn is very different, looks like you can wiggle workers and lings through the gap in the cliffs at the 3rd? I need to try this map out You cannot move units through the gap while minerals are up. However, having sight allows you to blink over the minerals. This feature is experimental and might potentially be changed, but I thought I'd leave it in there as of now. At least it opens up to some new map mechanics that has not been used before. On June 29 2013 01:48 Quakecomm wrote: love it edit: pls upload to NA no excuse not to now with region switching Uploaded to NA. I apologize for the delay. On June 29 2013 02:26 lorestarcraft wrote: top right and bottom left would be neat. The aesthetics are kinda bland, but forgivable. Do the rock towers both fall when one is killed? They act like normal rock towers. On June 29 2013 02:49 SidianTheBard wrote: Scorp works for 12+ hours making sure the textures on the high ground looks nice, eventually he gets bored of the map and says fuck it and paint buckets the sand on the low ground. hahaha, come on dude, at least add another sand texture to make it a little less boring. I actually do like the texturing tbh. The simplicity gives great clearence. I might however review it for next update On June 29 2013 04:24 Fatam wrote: I think you might have mixed up the bounds on the map info (judging by the overview the length should be greater than the width). Map Bounds have been fixed. Thanks for letting me know! | ||
ScorpSCII
Denmark499 Posts
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sCnDiamond
Germany340 Posts
I'll keep your map in mind for future tournaments of my clan. | ||
ScorpSCII
Denmark499 Posts
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