sTYleZerG-eX Profile Joined January 2010 France 427 Posts #2 Nice map, I really like this type of symmetry 10% luck, 20% skill, 15% concentrated power of will, 5% pleasure, 50% pain, And 100% reason to remember the name!

Existor Profile Joined July 2010 Russian Federation 4282 Posts Last Edited: 2014-07-17 17:21:53 #3 Nice map. But orange lines should be removed, leave only with green decals. OR add more yellow lines to that rich base island

skdeimos Profile Joined May 2013 Canada 155 Posts #4 No one will ever take a fourth on this map. It's just not doable. Zerg will starve.



Nice aesthetics as always though Iez.

JessicaSc2 Profile Joined February 2014 Poland 123 Posts #5 Reminds me of Sol Dios

The_Templar Profile Blog Joined January 2011 your Country 52593 Posts #6 On July 18 2014 04:24 skdeimos wrote:

No one will ever take a fourth on this map. It's just not doable. Zerg will starve.



Nice aesthetics as always though Iez.

Yeah, this is pretty much game breaking. Needs to be fixed. Yeah, this is pretty much game breaking. Needs to be fixed. Moderator Starcraft 3 when

iamcaustic Profile Blog Joined May 2011 Canada 1448 Posts #7 Make those half-bases full bases and move them to the more outer path, and you have yourself a winner IMO. Especially loving the map size. Twitter: @iamcaustic

NewSunshine Profile Joined July 2011 United States 4449 Posts #8 On July 18 2014 07:46 iamcaustic wrote:

Make those half-bases full bases and move them to the more outer path, and you have yourself a winner IMO. Especially loving the map size. Make those half-bases full bases and move them to the more outer path, and you have yourself a winner IMO. Especially loving the map size.

Not exactly a half base, is it? It's just missing 1 geyser.



I like the terrain leading up the 3rd base, but realistically I think it'll create problems. It looks quite far at a glance, and Blink Stalkers could go between the main, nat and 3rd as they please. There's also a low base count in general, a 4th base will be a tall order.



And a smaller thing, I would pull the gold base in half, leaving more of a path to the ramp behind it, I had a hard time noticing it was there at all. Not exactly a half base, is it? It's just missing 1 geyser.I like the terrain leading up the 3rd base, but realistically I think it'll create problems. It looks quite far at a glance, and Blink Stalkers could go between the main, nat and 3rd as they please. There's also a low base count in general, a 4th base will be a tall order.And a smaller thing, I would pull the gold base in half, leaving more of a path to the ramp behind it, I had a hard time noticing it was there at all. "If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale

iamcaustic Profile Blog Joined May 2011 Canada 1448 Posts #9 On July 18 2014 08:29 NewSunshine wrote:

Show nested quote +

On July 18 2014 07:46 iamcaustic wrote:

Make those half-bases full bases and move them to the more outer path, and you have yourself a winner IMO. Especially loving the map size. Make those half-bases full bases and move them to the more outer path, and you have yourself a winner IMO. Especially loving the map size.

Not exactly a half base, is it? It's just missing 1 geyser. Not exactly a half base, is it? It's just missing 1 geyser.

Oh you're right! I just assumed a half base because I've never seen someone do full minerals with 1 geyser before. Makes me wonder... is it a rich vespene geyser or a normal one? :0 Oh you're right! I just assumed a half base because I've never seen someone do full minerals with 1 geyser before. Makes me wonder... is it a rich vespene geyser or a normal one? :0 Twitter: @iamcaustic

ratpac Profile Joined May 2012 14 Posts #10 On July 18 2014 07:46 iamcaustic wrote:

Make those half-bases full bases and move them to the more outer path, and you have yourself a winner IMO. Especially loving the map size. Make those half-bases full bases and move them to the more outer path, and you have yourself a winner IMO. Especially loving the map size.



This. Even if they're still half bases, even just on the other side of that ravine/pool they're next to. LOVE the map though, really cool. This. Even if they're still half bases, even just on the other side of that ravine/pool they're next to. LOVE the map though, really cool.

SidianTheBard Profile Joined October 2010 United States 2208 Posts #11



The "bottom" half of the map (SW) isn't fun at all. It's choked off, completely out of the way, imo the base is pointless.



The Gold base is basically a Wings of Libery Gold base where it's in a terrible position and it's basically a "winners" base. If you're ahead, you take the gold base and become even more ahead.



The 1/2 bases in the middle aren't good because it's an aggressive base that is very hard to hold but it doesn't offer you any benefits for taking it...hell you actually lose gas income if you take it, so what's the point?



The first 3 bases are so clumped together. Blink will be abused...



Honestly IeZaeL, I like most of you maps because the layouts & aesthetics are awesome...and yes the aesthetics are great in this map...but dear lord the base layout blows. Sorry. :\ I want to like it but I can't.The "bottom" half of the map (SW) isn't fun at all. It's choked off, completely out of the way, imo the base is pointless.The Gold base is basically a Wings of Libery Gold base where it's in a terrible position and it's basically a "winners" base. If you're ahead, you take the gold base and become even more ahead.The 1/2 bases in the middle aren't good because it's an aggressive base that is very hard to hold but it doesn't offer you any benefits for taking it...hell you actually lose gas income if you take it, so what's the point?The first 3 bases are so clumped together. Blink will be abused...Honestly IeZaeL, I like most of you maps because the layouts & aesthetics are awesome...and yes the aesthetics are great in this map...but dear lord the base layout blows. Sorry. :\ Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #12 I guess this is the marker for the counterswing on the terran pendulum? Comprehensive strategic intention: DNE

FlaShFTW Profile Blog Joined February 2010 United States 8458 Posts #13 the 3rd is a wee-bit difficult to take, assuming the other player abuses the 2 destructible rocks and opens them to flank and multi-pronged attack.



i feel that there are a bit too few bases on the map. that, or the bases after the 3rd seem just too random and would never be taken. this is the problem with a diagonal-symmetry map because you will always be expanding toward your opponent after the 3rd base.



replace the corner bases with 2 bases each corner. i like a 12:30 and 2:30 bases. they expand toward your opponent, but are close enough to you where they are decently accessible. Writer #1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget

Semmo Profile Joined June 2011 Korea (South) 623 Posts #14 I think this map suffers from the usual mirrored-map-super-aggression. Mapmaker of Frost, Fruitland and Breeze | Team Crux | teamcrux.tistory.com | https://twitter.com/CruxSemmo

SatedSC2 Profile Blog Joined March 2014 England 3012 Posts Last Edited: 2014-07-18 13:15:48 #15 I think that the top-right base should be removed and two new bases should be added at 12 and 3 to act as fourth bases. I'd leave the half-bases in the middle because they allow Terran to choose between a safer 4th passive play or a forward 4th for aggressive play.



EDIT:



You could do the same with the bottom-left base; remove it and add two new bases at 6 and 9. Either would be fine, and this option would make the bottom-left of the map more interesting.



I don't mind aggressive maps though, so I don't think it's horrible as is =P Masters Protoss | Twitter: @Sated86 | Currently representing @DGeSports | Better to die on your feet than live on your knees...