(2)Refusal
Feb 18 2010, 5:32 pm
By: UnholyUrine  

Feb 18 2010, 5:32 pm UnholyUrine Post #1



This map is called "Refusal" because there are THREE naturals per main, but all of them are hard to defend, and each of them have their own disadvantage.
Also it states my Refusal to believe that I can't make good, conceptual melee maps.



Things to Notice:
  • Three Naturals
  • Mineral block natural which can be easily killed off with ranged units - Also has a 20 mineral patch that can be mined away
  • Building blocked natural. It is your decision to destroy the double stacked stasis cell for the minerals, or leave it to defend your main
  • Building blocked natural has two entrances, one that is blocked by a double stacked Protoss Temple
  • "Natural" natural, which is wide open for attacks.
  • the Choke behind the "Natural" natural can be walled with two supply depots or equal sized buildings....
  • Mineral and Gas only expos - In case the other player is very good at pressuring, it is also possible to spread out.

Now I've spent a lot of time on this one.
And you CANNOT tell me that this is not good for my 2nd real attempt at melee mapping.

Plz comment/bash :O .. I want to know what I can improve on.
Oh and Ciara, thnx, but i figured out how to make ImageShack not so lame.

Post has been edited 3 time(s), last time on Feb 18 2010, 5:59 pm by UnholyUrine.



None.

Feb 20 2010, 8:29 am Jack Post #2

>be faceless void >mfw I have no face

Too tight, T> all. Mains look tankable from the back. Make the bridges wider/add more. Center is owned by whomever gets in first, and if T gets in first it's a free double mins and gas. Otherwise, looks good to my feeble mind!



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 20 2010, 8:38 am UnholyUrine Post #3



NO FUCK YOU
lol j/k

Mains are supposed to be tankable from back.. but it requires some vision... May be too imbalanced tho.. not sure, since I'm newb, and no one'd tell me :-(

I wanted to open up the middle a bit.. but I found myself lacking space...
Not sure why bridges need to be bigger.

I could make it so that only a CC/Nexus/Hatchery can be built in the middle to avoid T's bunkering the middle...
It is a bit tight isn't it... I might opt to remove the middle mineral wall and just open it a bit to make it more fair for Z and P.

Thank you for your "feeble" reply. It has helped more greatly than the handful of other "professional" melee mappers in this tiny hole of a section. And this, is only my "feeble" opinion.



None.

Feb 20 2010, 8:45 am Jack Post #4

>be faceless void >mfw I have no face

Bridges need to be bigger because it's to easy for T to tank up the bridges, which happen to make up two of the four chokes that split the two. Mid chokes aren't too tankable, but bridges are.

The ground behind mains being tankable is bleh. The vision thing is true but to get tanks there you have a dship for vision anyway. It's sorta inaccessible though, I dunno. Make it so you can only drop tanks/HT in the very corner? Hummmm

Making center unbuildable besides CC would be a good fix, because then not much antiair could fit, so tanks would die. Even make it cramped in there so it's hard to tank at all?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 20 2010, 3:21 pm ImagoDeo Post #5



Zerg versus anything on this map is going to lose pretty fast. So many ways into the main is difficult for Z to defend against, and there's more than two ways into the 'natural' natural. That makes it hard to find a decent spot to put a sunken to defend against zealots running past and killing crap.

Even I know this, and I wouldn't even rate on an iCCup scale.



None.

Feb 21 2010, 1:56 am UnholyUrine Post #6



Hmmm...
I'll work on this again...

I'll probably make it 2 nats instead of 3... and open up the middle more, make it more fair for Z and P... and have a somewhat choked 'natural' natural

EDIT: and definately remove the tankable back area of the main...



None.

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