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(2)Blue Silence, Lock, please.

Creator: ImagoDeo
Time: Dec 12 2009, 11:21 pm
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Post #1     ImagoDeo Dec 12 2009, 11:21 pm

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Nevermind, apparently my map is pointless, amateur, stupid, and useless. /glare @ Excalibur
This post was edited 5 times, last edit by ImagoDeo: Dec 13 2009, 4:19 am.

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Post #2     BeDazed Dec 13 2009, 12:05 am

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Basically, it's way too narrow.

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Post #3     ImagoDeo Dec 13 2009, 12:10 am

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Quote from BeDazed
Basically, it's way too narrow.

Thanks for the feedback.

"We live, as we dream - alone..."
-Marlow, Heart of Darkness
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Post #4     CecilSunkure Dec 13 2009, 12:11 am

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Widen the two vertical paths leading to the middle to make up for the very narrow two bridges on the left and right. Also make the middle expo seem wider, make it easy to have large battles on, get rid of the little cliffs altogether in the middle expo.

I also don't like the two ramps on the nat; they aren't mirrored. Make the north ramps with the gravel as narrow as a ramp doodad, to make the ramps more even. The top player's nat has a wide ramp to the back of the map, and the south player's nat has a wide gravel ramp to the middle of the map -not good. To fix this you could just make the nat normal dirt terrain, and put one ramp on the choke to the main base on each side of the map, the ramp would lead directly to each player's nat. If you were to do this, I would also place a small cliff wall between the each of the nat's terrain and the water, and create a narrow walking path around this wall to each of the corner expos at top left and bottom right.

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Post #5     ImagoDeo Dec 13 2009, 12:14 am

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Did the center stuff - but I think it would be better to widen the top nat ramp instead of narrowing the bottom one. I can try both and then see.

"We live, as we dream - alone..."
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Post #6     13Stallion Dec 13 2009, 12:46 am

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Mains are way too small and workers/nexus can be tanked which is a no-no. Another thing is that there is not much traversable terrain so tanks will be imba if they just mass at the mid to prevent any enemy offensives. Other than that it just seems to have so much water.

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Post #7     ImagoDeo Dec 13 2009, 12:54 am

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Quote from 13Stallion
Mains are way too small and workers/nexus can be tanked which is a no-no. Another thing is that there is not much traversable terrain so tanks will be imba if they just mass at the mid to prevent any enemy offensives. Other than that it just seems to have so much water.

I've made some changes, about to change OP.

The mains aren't reliably tankable; it's low-to-high, so I wouldn't think you could do it very well. Correct me if I'm wrong.

Instead of changing the nats to low dirt, I widened the ramps. Should clear up any imba there.

Need more feedback, thanks for everyone who's posted so far.

"We live, as we dream - alone..."
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Post #8     Super Duper Dec 13 2009, 1:04 am

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Two ways into the main. Very bad for Z early game. The bridges can be easily abused by terran. The map is kind of linear. Double gas is bad. Put a mineral field on each island expansion that has 0 amount so terrans cant land a CC there. Map is bland.

On a separate note...
Quote from ImageDeo
Ok, Ex, tell me what I'm doing wrong.
That'a boy!

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Post #9     13Stallion Dec 13 2009, 1:13 am

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Ok looks a tad better, but still somethings missing. I say screw the islands and make alternative paths around the central area so the map isnt linear players have more attacking options

-Yeah Zerg can be trampled over early game since they will have trouble sunking the nat from 2 ways

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Post #10     ImagoDeo Dec 13 2009, 1:46 am

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@Ciara - The main only has one way into it. The nat has two, but the second one goes right by the main - advance warning counts for something, doesn't it?

I should just remove the bridges and make those two paths wider?

Main gas and nat gas, I think you mean?

Fixed the islands.

@Stallion - We'll see. Sunking the nat from two directions will be mitigated by the main having vision over the second land route there. Any enemy units have to go by the main, and will be seen coming.

"We live, as we dream - alone..."
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Post #11     Super Duper Dec 13 2009, 3:39 am

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Nope, the zerg player could put all his sunkens facing a single ramp and zealots could sneak in from the back and make it a GG.
Ergo:
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-Yeah Zerg can be trampled over early game since they will have trouble sunking the nat from 2 ways
Remove the bridges, make the path wider.
Oh, something that's key. The only safe way to use bridges is to get to an expansion. Anything else has siege tanks written on it.


...
Come to think of it, deleting the islands might be a good idea because you could open up the middle more, thus making the map less linear.

EDIT: Also, your picture isint working.

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Post #12     ImagoDeo Dec 13 2009, 3:42 am

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Check it now. You made your post while I was editing the OP.

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