RumbleBadger Profile Joined July 2011 322 Posts #2 I really like the layout. The two options for thirds is nice, the third fourth in the vertical line above the main seems very well planned, well placed bases, good mix between open are and chokes, I like the rock placement. All good. =D



The XNT's seem a little funny to me... but I can't pinpoint why. I guess just because the space they cover is already pretty choky, although I can see why the towers would be very helpful once the rocks are broken.



Can't wait to see a final version. =D Games before dames.

FlopTurnReaver Profile Blog Joined January 2010 Switzerland 1971 Posts #3 I really like the layout. However I'd like to see two additional paths where those long thin gaps are, so that there's not only a single attack path. Also I'm not sure if you even need that base between the nat and the high yield. The placement of the XWT's seems kinda useless too. Towers should be usefull from early to lategame imo.



Oh and I hope you'll make the hoof formed cliff portion at the nat choke unpathable^^



Good job, carry on! Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg

FlaShFTW Profile Blog Joined February 2010 United States 8464 Posts #4 switch golds with center blue mineral bases. this will make for more contested centers. Very nicely done map sir.

Writer #1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget

Gfire Profile Joined March 2011 United States 1699 Posts Last Edited: 2011-10-24 01:07:52 #5 On October 24 2011 09:36 FlaShFTW wrote:

switch golds with center blue mineral bases. this will make for more contested centers. Very nicely done map sir.



I disagree, I think a planetary there would be too powerful.



I think I would make a small path between the gold base and the large crack, instead of connecting them. This way you wouldn't have to go all the way around and the games would play a little smoother.



I really like the layout. I disagree, I think a planetary there would be too powerful.I think I would make a small path between the gold base and the large crack, instead of connecting them. This way you wouldn't have to go all the way around and the games would play a little smoother.I really like the layout. all's fair in love and melodies

RoTaTiNgCaPs Profile Joined October 2011 6 Posts #6 Needs more destructible rocks.

ASLRightNow Profile Joined August 2011 United States 45 Posts #7 Very good map.



One suggestion, I think there should be destructible rocks on 1 of the ramps for each of the gold bases. I think that would make them a little more viable for early expanding. They seem to be best for expanding in late late game. Right Now!

EffectS Profile Joined May 2010 Belgium 686 Posts #8 Updated the map:

- Made thirds a little bit bigger.

- Removed XWT's.

- Updated textures a little bit.



I was wondering if there was anyone that's very good at doodads and texturing that would like to help me with this map? I'm starting to get a hang of texturing, but I'm still not very good at placing doodads. TEEHEE

Dudemeister Profile Joined July 2010 Sweden 305 Posts #9 The lighting looks a bit strange. The minerals are lit up while the ground is dark

Samro225am Profile Joined August 2010 Germany 982 Posts Last Edited: 2011-10-24 12:47:03 #10 lovely theme, very nice layout. easy fourth breaks it. put it on low nd make is easier to attack and closer to the gold for a win! could be more compact imo.

EffectS Profile Joined May 2010 Belgium 686 Posts Last Edited: 2011-10-25 08:26:53 #11 On October 24 2011 21:45 Samro225am wrote:

lovely theme, very nice layout. easy fourth breaks it. put it on low nd make is easier to attack and closer to the gold for a win! could be more compact imo.



I made the fourth a little bit bigger and the expansion itself a bit further from the third. But putting it on low-ground makes it look somewhat silly imo. I got pic of it being on the low-ground on one side and high-ground on the other, tell me what you think is the best solution. Or how to fix the low-ground fourth. Maybe it's cause the left side is a bit too wide for any purpose, but I don't just want to get rid of it cause I lose a lot of space that way.



+ Show Spoiler +



I sketched over that map overview to fit more what I intended with my first sketch:

+ Show Spoiler +



Basically what I intended for the gold base that it would be ninja-able, however easily spotted. So there's 3 attack paths, obviously the middle one is the main attack path. But if people go through one of the other attack paths and your opp took a ninja gold expo you would spot it and act accordingly. So I wanted to make the gold as vulnerable as possible and put it on low-ground. When I first started mapping I sorta just made it high-ground because it looked better at first. Anywhoooooo, take a look at the sketch and tell me what you think.



- The numbers on the ramps mean how wide they are.



EDIT: I could finish these changes sooner than expected, so here is the updated version with the low-ground golds!



+ Show Spoiler +



I'm still not sure of those big fourths though. Any suggestions?



progress gif:

+ Show Spoiler +



I made the fourth a little bit bigger and the expansion itself a bit further from the third. But putting it on low-ground makes it look somewhat silly imo. I got pic of it being on the low-ground on one side and high-ground on the other, tell me what you think is the best solution. Or how to fix the low-ground fourth. Maybe it's cause the left side is a bit too wide for any purpose, but I don't just want to get rid of it cause I lose a lot of space that way.I sketched over that map overview to fit more what I intended with my first sketch:Basically what I intended for the gold base that it would be ninja-able, however easily spotted. So there's 3 attack paths, obviously the middle one is the main attack path. But if people go through one of the other attack paths and your opp took a ninja gold expo you would spot it and act accordingly. So I wanted to make the gold as vulnerable as possible and put it on low-ground. When I first started mapping I sorta just made it high-ground because it looked better at first. Anywhoooooo, take a look at the sketch and tell me what you think.- The numbers on the ramps mean how wide they are.EDIT: I could finish these changes sooner than expected, so here is the updated version with the low-ground golds!I'm still not sure of those big fourths though. Any suggestions?progress gif: Updated OP with this latest version. TEEHEE

Underoath Profile Joined May 2011 Peru 112 Posts #12 Im sure everyone likes a fast gold, but honestly it really throws the game off in the mid stage if you get a fast gold. Just imagine if terran lifts to gold right away.



tldr: Rocks @ the gold. "More GG, more skill" - WhiteRa

Antares777 Profile Joined June 2010 United States 1971 Posts #13 On October 28 2011 01:42 Underoath wrote:

Im sure everyone likes a fast gold, but honestly it really throws the game off in the mid stage if you get a fast gold. Just imagine if terran lifts to gold right away.



tldr: Rocks @ the gold.



If Terran lifted off to the gold right away, it would get scouted and crushed. It's fine to have an absence of rocks at a gold expansion as long as it's not an optional third, because then Terran would have a huge advantage. It's very risky to expand there right away. No one outside of the lower leagues would even attempt something like that.



Also, you don't really need a TL;DR for two sentences... If Terran lifted off to the gold right away, it would get scouted and crushed. It's fine to have an absence of rocks at a gold expansion as long as it's not an optional third, because then Terran would have a huge advantage. It's very risky to expand there right away. No one outside of the lower leagues would even attempt something like that.Also, you don't really need a TL;DR for two sentences...

Ovalient Profile Joined May 2011 Korea (South) 64 Posts Last Edited: 2011-10-29 16:01:10 #14 Wonderful Composition! :D



It must set rock on Gold base!

And Rush Distances looks shorter. Set somethings to delay..



I think it will be great map that has some modify! :D SC2 Melee Map Team : Team Crux

EffectS Profile Joined May 2010 Belgium 686 Posts #15 Updated an uploaded on KR and EU servers! TEEHEE