I like it. Kind of boring but seems to function like you want it too. I don't quite see your design intentions with the middle though. The rocks appear to be intended for the attack to break. Usually I like rocks that are intended to be broken by the defender. I support the idea of putting rocks at the tower instead.
[M] (2) ESV Insidious - Page 2
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monitor
United States2400 Posts
I like it. Kind of boring but seems to function like you want it too. I don't quite see your design intentions with the middle though. The rocks appear to be intended for the attack to break. Usually I like rocks that are intended to be broken by the defender. I support the idea of putting rocks at the tower instead. | ||
KapsyL
Sweden704 Posts
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Fatam
1986 Posts
On April 06 2013 03:32 monitor wrote: Reminds me of the bw map with split paths... forgotten the name. I like it. Kind of boring but seems to function like you want it too. I don't quite see your design intentions with the middle though. The rocks appear to be intended for the attack to break. Usually I like rocks that are intended to be broken by the defender. I support the idea of putting rocks at the tower instead. Aren't rocks that the attacker wants to break the most common type?? Daybreak, Bel'shir Vestige, CK, Antiga, Icarus, Planet S, etc. | ||
SiskosGoatee
Albania1482 Posts
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Gfire
United States1699 Posts
We usually want rocks so it's a little easier to to take an expo but then not too turtly once it's up and running. And some game elements work in the opposite way so we might have to make up for them using the rocks. For example as Protoss, you need to be able to defend an expo while it's building, before your cannons get up or your nexus is done so you can photon overcharge. A rock can be good to help you with this, and it allows you to have a less turtly base. Having rocks that the defender wants to break... Well, it can work but it seems a little less useful. | ||
mogoh
Germany109 Posts
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Timetwister22
United States538 Posts
-Doodads around the natural choke have been rearranged to make for an easier wall off. -The low ground bases below the mains have been moved slightly forward. This is to make it easier to see the mineral lines over the double high cliff. -Doodad and texturing touch ups. The map is now published on NA, EU, KR, and SEA. Enjoy! | ||
mogoh
Germany109 Posts
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Timetwister22
United States538 Posts
On April 25 2013 07:20 mogoh wrote: Sorry, but I can't find it on EU. The editor said it was published, but I could not find it in game either. I re-published, and it now shows up in game. Thanks for letting me know! | ||
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