[M] (2) DF Kurald Emurlahn - Page 2
Forum Index > SC2 Maps & Custom Games |
Duvon
Sweden2360 Posts
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EatThePath
United States3943 Posts
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Fatam
1986 Posts
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eTcetRa
Australia822 Posts
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monitor
United States2400 Posts
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Uvantak
Uruguay1381 Posts
In the other case (the first pic) one xel'naga is enough to protect you from almost any ground harass which is bad, but at the same time it doesn't behave like the xel'nagas in the last pic, this is more like a xel'naga that you know it belongs to you, and while idk if that's a good thing i can say that is a stable thing and i will not give you and edge over the other player or allow you to control the entire map in just a step, but it could lead to deathballing since when you want to attack your opponent will know from which side you are coming and will reposition itself with ease. i really don't know, i would say that it's to you to decide since both of them have bad and good things (from my point of view), so if i had to choose one i think would have to throw a dice or something :S | ||
eTcetRa
Australia822 Posts
Overview on OP, along with new screenshots. Change Log v2.0 Balance Changes Overall map size reduced from 158x158 to 150x150. Small amount of air space around the edges. Back-door to main removed. Small area behind natural for building space (tech hiding etc). Choke to natural widened by 1 square. Area outside natural and thirds completely reworked. High ground outside of natural removed. Counter clockwise third reoriented. Singular tower removed. Four separate towers created. Tightened the high-ground in the very centre slightly. v2.0 Aesthetics Changes Very slight fog and lighting changes. Man-made textures cleaned up. Decals added to ramps for shiny purposes. v2.0 Bug Changes Fixed some pathing issues. Fixed a spawning issue. Cleaned up some doodad footprints. | ||
SidianTheBard
United States2474 Posts
+ Show Spoiler + The green spray is a wall of LoSB, this I feel will do a few things which I think will make the map better. First off it'll make pathing out to grab your 3rd a little more dangerous since there could be anything behind the LoSB. It means you have to be more active with your scouting units because they could easily hide right behind that wall. But, the biggest thing by doing that is now you have two choices when you are moving your army. Do you move your army through the LOSB, which is more dangerous or do you loop around the other side of that hole in the ground and take the chance of being spotted by the XWT. Do you take the more dangerous route or the safer route that could get you spotted easier? Second are the red squares I added to the middle of the map. I think you should add a low group that is pathable. This will do a few things like make moving through the middle not as dangerous for terran and protoss because you could pick up troops/tanks/whatever and drop them on these low ground areas, which means only ranged units would be able to hit them. Think like shakuras with all the droppable cliffs in the middle and how much that helped terran and protoss out when moving around the middle of the map. Thing is, the middle here is much bigger and therefore more dangerous to move through. These are the only things I can really think of off the top of my head that I'd like to see you change. They are tiny changes that I think add a little more depth to the strategy that can be used for this map. Great work overall, definitely one of the better maps I've see recently. | ||
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