Yonnua Profile Blog Joined October 2011 United Kingdom 2310 Posts #2 Is there enough room between the no-fly zones for a Command Centre to float onto the island bases? LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO

RoomOfMush Profile Joined March 2015 1296 Posts #3 Well, this map definitely wins the "creative (TM)" election. Really impossible to judge how it will play out though.

Ej_ Profile Blog Joined January 2013 47288 Posts #4 very cool "Technically the dictionary has zero authority on the meaning or words" - Rodya

maximus_0 Profile Joined January 2013 United States 43 Posts #5 this is amazing

TheFish7 Profile Blog Joined February 2012 United States 2814 Posts #6 Awesome map, great name. Really intrigued to find out how those no-fly-zone island bases will play out. ~ ~ <°)))><~ ~ ~

DCStarcraftGall Profile Joined October 2015 102 Posts Last Edited: 2016-05-09 04:23:10 #7 Some Q's Jacky_ has answered in the DC post.

1. The spots in the "no- fly" zones allow any structure or unit to pass through. (Does not mention if they are big enough, but based on my eyeing the size and a reply to my stupid question(not featured because it was stupid), I think the CC should be able to pass through)



2. I'll try not to make it become Ulrena mk.2 lolol



3. There is enough space behind the mineral line to build defensive structures as well as some airspace for units. I will consider increasing the space upon further feedback.



4. The 'no fly zone' bases have two open spots because I felt it still should be rather vulnerable to drops and air units.



5. (Q. Won't tempests just own the entire thing) I am actually excited to see air battles between libs and tempests. of course, there will be other solutions than just massive air battles. Apparently there's this build where you keep 8 pheonix and rush to HT and Tempests. Tempests are super slow so maybe the opponent will take the top expansions and run circles around them or something. While I made a lot of island expansions, I also made it so that it is easy to take and defend the on-land expos as well, so I believe in the pro players!



6. The center island expos are close to land and can indeed be targeted by siege tanks, but you will have to travel a long way, and I figured that by the time you expand to the center expos, you will have sufficient army to deal with some tanks. Also, by being closer to land, players who are going for ground based armies will have an easier time taking it as well.



7. The middle rush path (currently) is the same as Ulrena (2x2). However, I did make these in between platforms so that players can build turrets and other stuff, to use as a HQ to deploy attacks. Should I enlarge it?

(Will change the center of the rush path to 3x3 and leave the start as 2x2. further feedback might be needed on this) SGall Believes: Stats has no probe, soO has lost again, D.Va is daughter of Stork, Dark has no league, Stork is fooled by Solar, sOs is a big guy.

Fatam Profile Joined June 2012 1986 Posts Last Edited: 2016-05-09 05:36:48 #8



Maybe also the 4th/5th/6th in the top left/right are a little too close together and easy to hold all 3. I feel like one of those bases should be a little more dangerous, else many people will just play with the land bases and ignore the islands.



Pretty cool concept overall, wouldn't mind seeing some games on it. I'm concerned about flying units getting stuck on the no fly zones, which has been one of the reasons they haven't been used yet in competitive maps in all of SC2 other than in 3p or 5p maps as concave edging. It's been tried but the air pathing just doesn't exist currently in the SC2 engine. I guess if you are ok with people having to use extra waypoints on their stuff to path around the blockers then it's fine.Maybe also the 4th/5th/6th in the top left/right are a little too close together and easy to hold all 3. I feel like one of those bases should be a little more dangerous, else many people will just play with the land bases and ignore the islands.Pretty cool concept overall, wouldn't mind seeing some games on it. Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime

L3monsta Profile Joined May 2012 New Zealand 149 Posts #9 Just throwing it out there.. but doesn't Blizzard have pretty strict rules as to how much doodads you add when it comes to ladder maps? Only pointing it out cause it looks like a lot.



I like the red to point out the no fly zones, I knew what it was before there was any explanation. Good job!

Shapelog Profile Joined November 2015 United States 5173 Posts #10 You know I really never understood Island expos like these in both a player's and Map makers concept. I just do not see enough incentive to take a base that I cannot support via ground except from investing in either Static D/Unit transports. Kinda be cool to see what happens if the islands gets changed to gold.



Anyways, the map looks awesome. "Subsequently clicking post is like launching a doomsday's worth of nukes' equivalent in dopamine." -RB

InfCereal Profile Joined December 2011 Canada 1556 Posts #11 On May 11 2016 07:54 Shapelog wrote:

You know I really never understood Island expos like these in both a player's and Map makers concept. I just do not see enough incentive to take a base that I cannot support via ground except from investing in either Static D/Unit transports. Kinda be cool to see what happens if the islands gets changed to gold.



Anyways, the map looks awesome.



It doesn't make a lot of sense in SC2, because our air and harass potential is so strong. People are still trying to find a way to make it work such that the defending player isn't at a massive disadvantage. It doesn't make a lot of sense in SC2, because our air and harass potential is so strong. People are still trying to find a way to make it work such that the defending player isn't at a massive disadvantage. Cereal :: AllThingsZerg.com :: SC2Overwatch.com

Barrin Profile Blog Joined May 2010 United States 4998 Posts Last Edited: 2016-05-31 20:48:35 #12

This is a cool idea, but you need to have "good driving" as you say. I don't like it because of that.



Take them away and I really like it!!! 'No Fly Zone'This is a cool idea, but you need to have "good driving" as you say. I don't like it because of that.Take them away and I really like it!!! Grandfather of LotV's resource model. "Fewer Resources per Base"

Avexyli Profile Blog Joined April 2014 United States 686 Posts #13 I think the bottom islands are problematic.



But mostly what the problem is, are the entrances into these islands. If you have it so they face away from the general player paths it wouldn't be a problem. Face the entrances inward or have it be a north/south entrance so that units don't get trapped as often. AVEX - 1st place TLMC8 & 9 (and 3rd and 4th, respectively), 2nd place TLMC11, 3x Finalist of TLMC7 (5th), 3x Finalist of TLMC10 (5th)

Fatam Profile Joined June 2012 1986 Posts #14 Realistically I think the NFZs simply have to go.



Maybe you could scoot the bottom islands slightly closer to the mains to compensate. Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime

ZigguratOfUr Profile Blog Joined April 2012 Iraq 16046 Posts #15 Yeah. Making the No Fly Zones not quite as buggy as before by changing the entrances probably wouldn't fly by Blizzard if you want the map to make it to ladder. Maps I made recently: Nevermore: https://i.imgur.com/NiqR0Rj.jpg | Rubaiyat: https://i.imgur.com/XD3E3vd.jpg | Grand Canal: https://i.imgur.com/kNgyOCo.jpg

Superouman Profile Blog Joined August 2007 France 2152 Posts Last Edited: 2016-06-03 07:34:40 #16 From what ive seen, the no fly zone Walls had a small impact on games. You should remove them and you would still have a very unique map.



However, if you absolutely want to keep the walls, you should change them into short straight lines and avoid concaves at any cost. Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude

[PkF] Wire Profile Joined March 2013 France 22019 Posts #17 The map is apparently being worked on to be brought on ladder next season. I hope they figure out what to do with the no-fly zones, they seem really problematic to me.

Uvantak Profile Blog Joined June 2011 Uruguay 1380 Posts #18 On June 04 2016 03:08 [PkF] Wire wrote:

The map is apparently being worked on to be brought on ladder next season. I hope they figure out what to do with the no-fly zones, they seem really problematic to me.

They will probably be removed, there is no time to do changes to the engine in time for next season. They will probably be removed, there is no time to do changes to the engine in time for next season. @Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.

Mightygear Profile Joined November 2015 80 Posts #19 It's possible to relocate the AI with some Tweaks - i can see flight blocker work. Questions ? Hook me up on Twitter MightyGear@TLForum - @SandIsSoTasty