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Hello I'm RexTerran
This map is Red Jungle
The reason why it's name is Red Jungle is the red tiles and zerus trees.
You can have second multi easily,
but when you have Forth mulit, you can't own the multis because that multies is very wided open enemy's attack.
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Artosis? what is mean artosis?
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I find it very interesting. Not sure if I like it though, it seems to make air/drops really strong and getting a fourth/fifth base seems difficult. Also, the Protoss/radioactive decals on the ramps make little sense to me.
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On September 30 2014 04:56 whrqh123 wrote: Artosis? what is mean artosis?
A Heartstone world champion who also casts GSL in english. The look of your map is great by the way
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This map could use another way to attack. The 3rd/4th expansions are nicely open yes, but there's only 1 viable way to get a big army from one side of the map to the other. Straight ramps usually don't work well, but these don't seem problematic.
Really love the texturing!
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those giant dead air zones in the middle just aren't all that good, I suggest redesigning that area.
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On September 30 2014 16:15 Meavis wrote: those giant dead air zones in the middle just aren't all that good, I suggest redesigning that area.
What makes dead air zones inherently bad? I'm very curious.
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On October 08 2014 14:26 pure.Wasted wrote:Show nested quote +On September 30 2014 16:15 Meavis wrote: those giant dead air zones in the middle just aren't all that good, I suggest redesigning that area. What makes dead air zones inherently bad? I'm very curious. I'd say that they are easily abusable by air units, which in some matchups can be problematic (ie muta/corruptor ZvP or medivacs in TvP)
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On October 08 2014 15:33 OtherWorld wrote:Show nested quote +On October 08 2014 14:26 pure.Wasted wrote:On September 30 2014 16:15 Meavis wrote: those giant dead air zones in the middle just aren't all that good, I suggest redesigning that area. What makes dead air zones inherently bad? I'm very curious. I'd say that they are easily abusable by air units, which in some matchups can be problematic (ie muta/corruptor ZvP or medivacs in TvP)
Is that such a big deal? Muta/Corruptor isn't that hard to shut down with Phoenix from what I've seen. As for Medivac drops, well, if you can make them useful in the middle of the map, I say all the more power to you...
This is very interesting to me because "no dead air zones in the middle of the map" absolutely seems to be a popular convention in SC2 maps, and I'm just wondering if it's a necessary one in our meta, or just a hold-over from times past.
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On October 08 2014 16:47 pure.Wasted wrote:Show nested quote +On October 08 2014 15:33 OtherWorld wrote:On October 08 2014 14:26 pure.Wasted wrote:On September 30 2014 16:15 Meavis wrote: those giant dead air zones in the middle just aren't all that good, I suggest redesigning that area. What makes dead air zones inherently bad? I'm very curious. I'd say that they are easily abusable by air units, which in some matchups can be problematic (ie muta/corruptor ZvP or medivacs in TvP) Is that such a big deal? Muta/Corruptor isn't that hard to shut down with Phoenix from what I've seen. As for Medivac drops, well, if you can make them useful in the middle of the map, I say all the more power to you... This is very interesting to me because "no dead air zones in the middle of the map" absolutely seems to be a popular convention in SC2 maps, and I'm just wondering if it's a necessary one in our meta, or just a hold-over from times past. I've seen soO abuse muta/corruptor hard on some maps (the spot behind the natural that also gives you air access to the third and fourth on Alterzim is the main exemple that comes to my mind), even with phoenixes. Concerning Medivacs, I honestly think that given their boost ability there is no need to further strenghten them in the middle of map. Also Vikings in TvP, especially with the current Colossus-based meta, could abuse these dead spots.
And I don't think dead air zones are inherently bad. Frost had some dead air zone that were absolutely not game-breaking. But in this case I don't like them because the way they are placed makes sniping the base on the other side too easy if you have dropships/flying units, and also reduces army movement too much for my taste. That's just my opinion though.
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