Staredit Network > Forums > SC2 Melee > Topic: (4)The Great Divide
(4)The Great Divide
Jul 23 2010, 6:26 pm
By: ImagoDeo  

Jul 23 2010, 6:26 pm ImagoDeo Post #1





Final version, speak now or forever hold your peace.

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Post has been edited 4 time(s), last time on Aug 28 2010, 9:56 pm by ImagoDeo.



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Jul 23 2010, 10:45 pm Valug Post #2



Interesting idea, I generally like it. The mains seem a little too small when I was playing around with the map in game, but the easy to secure natural area makes up for it.

The only issue I really felt was that it is a little too easy to secure 3 bases with only one area to defend (bottom on the ramp between nat/3rd) which makes it fairly easy for zerg to expand twice without much consequences. The rush distances are fairly short though (I clocked it as 48 seconds from main to main, which is a few seconds longer then steppes of war).

I'm sure there would be some overpowered strats for this map just due to the nature of it, but its not like anyone 2v2's competitively, so I don't feel it warrants nickpicking like that.



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Jul 23 2010, 11:09 pm ImagoDeo Post #3



Quote from Valug
Interesting idea, I generally like it. The mains seem a little too small when I was playing around with the map in game, but the easy to secure natural area makes up for it.

The only issue I really felt was that it is a little too easy to secure 3 bases with only one area to defend (bottom on the ramp between nat/3rd) which makes it fairly easy for zerg to expand twice without much consequences. The rush distances are fairly short though (I clocked it as 48 seconds from main to main, which is a few seconds longer then steppes of war).

I'm sure there would be some overpowered strats for this map just due to the nature of it, but its not like anyone 2v2's competitively, so I don't feel it warrants nickpicking like that.

Exactly what I thought when I played a few matches. I couldn't figure out exactly how to play a 2v2 with computers, so I had to make do with an FFA.

I can change a few things around to make a 3rd harder to obtain and keep. I knew that on a map this big I'd have to be careful to keep rush distances shorter than they would naturally be, so maybe I overdid it a little bit.

Yeah, no doubt. One that I can think of right off the bat is a basetrade where one terran player moves to his natural and his ally moves to his main, effectively forcing one enemy to fight two opponents until his ally could get air support of some kind. :/

I figured it might balance itself out, though - the ally of the 1v2 guy could rush air and deal some heavy damage. There are a multitude of other strategies that we could discuss, too, but unless one particular gamebreaking one is discovered, I think I'll leave it as-is.



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Jul 23 2010, 11:50 pm ImagoDeo Post #4



See first post for updates.

Post has been edited 1 time(s), last time on Aug 28 2010, 9:47 pm by ImagoDeo.



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