02-09-2010, 11:52 PM
#21
Starcraft Wire / Incgamers Staff
http://starcraft.incgamers.com
02-09-2010, 11:55 PM
#22
02-09-2010, 11:56 PM
#23
02-09-2010, 11:58 PM
#24
lurkers cliff climbing would be awesome
Starcraft Wire / Incgamers Staff
http://starcraft.incgamers.com
02-09-2010, 11:59 PM
#25
Indeed (evil face)
Back to the map...I'm not so sure about changing it for 2v2, I would have to test it first, especially how SC2 handles teams in 2v2 maps. If it's topVbottom the placement of the minerals would be a slightly different ballgame that other possible scenarios.
As it stands, I love it for 1v1 but I'm not so sure what could be done / would need to be done for 2v2.
3v3, on the other hand...remove the rocks covering the high-yields, put two segments on each plateau, and you have the makings for a NASTY, fast-paced, kill-or-be killed map. Teams would be fighting over the Xtower AND the high-yields throughout the entire game...the team that could hold theirs longer (East V West 3v3 of course) would come out victorious.
/edit looking at it again, I'm not so sure about the blue minerals on the "floor." It just keeps screaming imbalance to me. I'd either remove them, or add them near -every- ramp. In a 1v1 or even 2v2 it has the potential for being too easy to get to for one party.
/edit2 don't get me wrong, still love the map. I might be wrong about the minerals on top and bottom on the floor...it just seems like it could lead to trouble. I'd really have to try it out to make sure. Keep up the good work regardless! I'm going to bed, so laters
02-10-2010, 12:13 AM
#26
ok i added so all 4 corners have expansions, and share it with the 2 middle side islands to allow for more strategy involved when chosing an expansion give your placement and your enemy placement
take a look on first post
Starcraft Wire / Incgamers Staff
http://starcraft.incgamers.com
02-10-2010, 12:17 AM
#27
Did you draw this in paint?
02-10-2010, 12:18 AM
#28
Starcraft Wire / Incgamers Staff
http://starcraft.incgamers.com
02-10-2010, 03:02 AM
#29
Looks good... however,
Did I miss something, or are their 6 spawning points, yet it's a 2v2 map? I would suggest making it a 2v2 with only the corners being starting points
(which I know is overdone, but hey, it works)... or maybe a 3v3 but that would be a bit congested imo
02-10-2010, 03:32 PM
#30
Looks good.
The only suggestions I have are
The middle yellow minerals are blocked by the rocks sure, but terran can float a CC with what, 6 scvs? I can see how this gives terran a massive economic advantage mid game if they block their ramp, kinda a 14cc strat or something, load up and float over.
Do what they do in python, make it so it can only land in 1 spot, and have a mineral patch there thus forcing a higher tech of a medicvac to get there.
As well, I can see a problem with the seige tank, as in scII the range will even longer than in sc1, so it looks like if you park it in the corners of the middle islands, you can hit the natural ramps.
Most maps are open in the middle, this one makes you work on the sides and pass thru the middle which kinda looks like a deathtrap.
Would be fun to play.