you mean cannon push? nah, everyone does it. Its just not that effective if the opponent isnt stupid and scouts it =]
02-09-2010, 10:06 PM
#11
you mean cannon push? nah, everyone does it. Its just not that effective if the opponent isnt stupid and scouts it =]
02-09-2010, 10:29 PM
#12
updated! pls look and tell me what ya think!
i've 3D'ified it and made the side expansions larger.
andddd i made it a 2v2 map instead!
Starcraft Wire / Incgamers Staff
http://starcraft.incgamers.com
02-09-2010, 10:35 PM
#13
I like the 2v2. I also think that the placement of the mineral patches will lead to some interesting strats. For instance, imagine the 'weaker' player on the team would take the raised expansion with the defendable ramp, while the more confident player would take the 'out in the open' expansion next to one of the starting areas. Then, the yellows are in a perfect spot for both teams to fight over.
Nice job!
02-09-2010, 10:41 PM
#14
im thinking of adding a mineral patch between 1 and 3 oclocked and 7-9 oclock to give those a close expansion on the low ground
Starcraft Wire / Incgamers Staff
http://starcraft.incgamers.com
02-09-2010, 10:49 PM
#15
Maybe I should teach my roommate and my friend to scout then.....
Edit: I like this one even more, as it offers more tactics involving the high yield resource and allies, and if you wanted to do a one vs one on this map, it has more resources and space to support the two opposing sides.
Last edited by Shadow Archon; 02-09-2010 at 10:51 PM.
02-09-2010, 11:43 PM
#16
As a (semi)professional map-maker, I have to say bravo! Your design offers many intriguing strategies for 1v1 and also some interesting by-play for 2v2.
I look forward to seeing it in its final mode...eventually
/edit Shadow Archon, cannon push can be a successful strategy, but you need to make sure you don't ONLY use cannons of course. I plan on using methods of cannon-push in the beta, see how well it does.
02-09-2010, 11:44 PM
#17
Starcraft Wire / Incgamers Staff
http://starcraft.incgamers.com
02-09-2010, 11:46 PM
#18
02-09-2010, 11:46 PM
#19
Could you add letters for Natural Expansions? Also, remember that terrans may fly into a high yield mineral field, so you might want to include the classic rocks over this areas.
02-09-2010, 11:51 PM
#20
I don't think that's too much of a problem, as clossus could walk right over the cliffs to attack any terran outpost. The only problem would be against zerg.
I haven't heard of any zerg cliff-overcoming strategies...? are they still working on it? is it mutas (as always?)
/edit come to think of it, that might actually be a problem after all. Hmm. Yeah I think you should remove the rocks at the chokes to the high-yield and simply put them over the build area for the high-yields. that way units could still use the plateau as more than just going for the high-yields, they could stage raids off of it.