Moonlight Valley
Size : 152 x 146
My first map at Team Liquid.net
Concept is narrow and various way like valley
Starting location is only horizontal and diagonal
Thank you
I'am poor at English so Please understand me
Published KR , EU
Forum Index > SC2 Maps & Custom Games |
BeaverKing
Korea (South)3 Posts
Moonlight Valley Size : 152 x 146 My first map at Team Liquid.net Concept is narrow and various way like valley Starting location is only horizontal and diagonal Thank you I'am poor at English so Please understand me Published KR , EU | ||
IeZaeL
Italy989 Posts
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BeaverKing
Korea (South)3 Posts
I tried upload map but i can't because i have not NA,EU ID | ||
Aunvilgod
2653 Posts
Don't know how I feel about the map but certainly an interesting concept. | ||
IeZaeL
Italy989 Posts
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a176
Canada6688 Posts
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EatThePath
United States3943 Posts
I agree with a176 that it's too narrow. I also think the vertical spawns are too close / difficult for zerg. Here is a picture of changes I would make: Enlarge map border to make space to pull the 3 o'clock base out, making more room for fighting. Also enlarge the ramps to middle highground. Use rocks in both places to elongate the rush distance. Remove holes that I highlighted with circle. You might also use small gold bases in the middle instead of full bases, like 4gold 1hyg. There are plenty of resource locations around the map anyway, you could even completely remove the middle bases. I really like the subtle differences between spawns on this map because of how you placed the rocks at the natural expansions. Adds an element of gambling to fast expanding before scouting. | ||
Timetwister22
United States538 Posts
On November 02 2013 05:38 EatThePath wrote: Use rocks in both places to elongate the rush distance. Remove holes that I highlighted with circle. Vertical spawns are disabled, so no need. Overall, seems like a nice map. | ||
EatThePath
United States3943 Posts
On November 02 2013 06:05 Timetwister22 wrote: I think the many narrow paths is perfectly fine since there are plenty of paths to get a flank and surround from. Show nested quote + On November 02 2013 05:38 EatThePath wrote: Use rocks in both places to elongate the rush distance. Remove holes that I highlighted with circle. Vertical spawns are disabled, so no need. Overall, seems like a nice map. Ohhhh. ^ Yup. | ||
BeaverKing
Korea (South)3 Posts
l was upload Mapname Korean name I upload KR , EU Mapname is Moonlight Valley I trying to upload SEA , NA and Thank you for advice | ||
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