ATTx Profile Joined February 2012 Korea (South) 169 Posts #1







Hello ! I'm ATTx



playable : 144 x 144



not team play map Hello ! I'm ATTxplayable : 144 x 144not team play map sneui0418@gmail.com/blog:attx.egloos.com

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #2 igrok, eat your heart out. Looks good! Maybe a little too one-dimensional and turtley but I suppose there would be a 1-2 month period of fun timing attacks. Definitely would have a unique metagame! Comprehensive strategic intention: DNE

InfCereal Profile Joined December 2011 Canada 1556 Posts #3 Well it's aesthetically pleasing.



I'd be interested to see how games panned out on a map like this. Very interested. Cereal :: AllThingsZerg.com :: SC2Overwatch.com

lorestarcraft Profile Joined April 2011 United States 1015 Posts #4 I was gonna make a 5 player map.... DANGNABIT SC2 Mapmaker

iMrising Profile Blog Joined March 2012 United States 1095 Posts #5 Replace Icarus with this and have all the pros practicing for this :D $O$ | soO

Fatam Profile Joined June 2012 1986 Posts #6 imo PvZ would end up pretty P favored for a few different reasons, but interesting concept 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

SiskosGoatee Profile Blog Joined May 2012 Albania 1482 Posts #7 Ahaha, this guy is Crazy, I love it. WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.

Fuchsteufelswild Profile Joined October 2009 Australia 2027 Posts #8 So are fast one base air plays defensible? XD ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!

Daswollvieh Profile Blog Joined October 2009 5551 Posts #9 Haha, cool idea. Tempests and Broodlords will have a good time.

Zorkmid Profile Joined November 2008 4328 Posts #10 I don;t know much about map making, but wouldn't this be absurdly T favored?

SiskosGoatee Profile Blog Joined May 2012 Albania 1482 Posts #11 On July 27 2013 23:14 Zorkmid wrote:

I don;t know much about map making, but wouldn't this be absurdly T favored? T has no siege range air to ground unit man. Tempests, carriers and broods for the win.

T has no siege range air to ground unit man. Tempests, carriers and broods for the win. WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.

Master of DalK Profile Blog Joined June 2012 Canada 1661 Posts #12 ATTx I love you. @MasterDalK | Technical Director at Waveform Entertainment | Streaming Every Esport Under the Sun

ATTx Profile Joined February 2012 Korea (South) 169 Posts #13 OMG sneui0418@gmail.com/blog:attx.egloos.com

moskonia Profile Joined January 2011 Israel 1448 Posts #14 On July 27 2013 23:39 SiskosGoatee wrote:

Show nested quote +

On July 27 2013 23:14 Zorkmid wrote:

I don;t know much about map making, but wouldn't this be absurdly T favored?

T has no siege range air to ground unit man. Tempests, carriers and broods for the win.

I think there would be some wacky strategies here, which would be cool, but I doubt it will turn out too imbalanced since the map is so open. I think there would be some wacky strategies here, which would be cool, but I doubt it will turn out too imbalanced since the map is so open.

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #15 On July 28 2013 02:31 moskonia wrote:

Show nested quote +

On July 27 2013 23:39 SiskosGoatee wrote:

On July 27 2013 23:14 Zorkmid wrote:

I don;t know much about map making, but wouldn't this be absurdly T favored? T has no siege range air to ground unit man. Tempests, carriers and broods for the win.

T has no siege range air to ground unit man. Tempests, carriers and broods for the win.

I think there would be some wacky strategies here, which would be cool, but I doubt it will turn out too imbalanced since the map is so open. I think there would be some wacky strategies here, which would be cool, but I doubt it will turn out too imbalanced since the map is so open.

Except for the part where all the bases have a 2ramp choke. o_o Except for the part where all the bases have a 2ramp choke. o_o Comprehensive strategic intention: DNE

Bswhunter Profile Blog Joined May 2010 Australia 815 Posts #16 On July 28 2013 04:28 EatThePath wrote:

Show nested quote +

On July 28 2013 02:31 moskonia wrote:

On July 27 2013 23:39 SiskosGoatee wrote:

On July 27 2013 23:14 Zorkmid wrote:

I don;t know much about map making, but wouldn't this be absurdly T favored? T has no siege range air to ground unit man. Tempests, carriers and broods for the win.

T has no siege range air to ground unit man. Tempests, carriers and broods for the win.

I think there would be some wacky strategies here, which would be cool, but I doubt it will turn out too imbalanced since the map is so open. I think there would be some wacky strategies here, which would be cool, but I doubt it will turn out too imbalanced since the map is so open.

Except for the part where all the bases have a 2ramp choke. o_o Except for the part where all the bases have a 2ramp choke. o_o



Prehaps the ramps could be made to be walled off by a 1x1 building? Also, does the map allow for spawning next to your enermy or not? Prehaps the ramps could be made to be walled off by a 1x1 building? Also, does the map allow for spawning next to your enermy or not? Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #17 On July 28 2013 08:11 Bswhunter wrote:

Show nested quote +

On July 28 2013 04:28 EatThePath wrote:

On July 28 2013 02:31 moskonia wrote:

On July 27 2013 23:39 SiskosGoatee wrote:

On July 27 2013 23:14 Zorkmid wrote:

I don;t know much about map making, but wouldn't this be absurdly T favored? T has no siege range air to ground unit man. Tempests, carriers and broods for the win.

T has no siege range air to ground unit man. Tempests, carriers and broods for the win.

I think there would be some wacky strategies here, which would be cool, but I doubt it will turn out too imbalanced since the map is so open. I think there would be some wacky strategies here, which would be cool, but I doubt it will turn out too imbalanced since the map is so open.

Except for the part where all the bases have a 2ramp choke. o_o Except for the part where all the bases have a 2ramp choke. o_o



Prehaps the ramps could be made to be walled off by a 1x1 building? Also, does the map allow for spawning next to your enermy or not? Prehaps the ramps could be made to be walled off by a 1x1 building? Also, does the map allow for spawning next to your enermy or not?

No, only "cross" spawns. I was saying that the ramps are severe chokepoints which inhibit any longterm ground based strategy. The bases are open areas but that doesn't mean you would ever get a good engagement with ling/ultra. No, only "cross" spawns. I was saying that the ramps are severe chokepoints which inhibit any longterm ground based strategy. The bases are open areas but that doesn't mean you would ever get a good engagement with ling/ultra. Comprehensive strategic intention: DNE

monitor Profile Blog Joined June 2010 United States 2388 Posts #18 Cool idea and excellent execution! But why is 50% of the map unusable? Seems likes you could make something intesting out of the outside lanes. And an island in the middle would be sweet if it couldn't siege the main.

moskonia Profile Joined January 2011 Israel 1448 Posts #19 On July 29 2013 11:03 monitor wrote:

Cool idea and excellent execution! But why is 50% of the map unusable? Seems likes you could make something intesting out of the outside lanes. And an island in the middle would be sweet if it couldn't siege the main.

You have to balance the air spaces in a non even player count map. An Island makes air play more powerful, and on this map I don't think its necessary at all, since air play is probably already super strong. You have to balance the air spaces in a non even player count map. An Island makes air play more powerful, and on this map I don't think its necessary at all, since air play is probably already super strong.

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #20 On July 29 2013 11:07 moskonia wrote:

Show nested quote +

On July 29 2013 11:03 monitor wrote:

Cool idea and excellent execution! But why is 50% of the map unusable? Seems likes you could make something intesting out of the outside lanes. And an island in the middle would be sweet if it couldn't siege the main.

You have to balance the air spaces in a non even player count map. An Island makes air play more powerful, and on this map I don't think its necessary at all, since air play is probably already super strong. You have to balance the air spaces in a non even player count map. An Island makes air play more powerful, and on this map I don't think its necessary at all, since air play is probably already super strong.

It might actually be useful for a ground answer (in part) to an air strategy. I'm not sure a wide open air-only space is really fair in a pure air game. I am saying, an island in the middle for infestors or templars to hang out changes the map a lot. It might actually be useful for a ground answer (in part) to an air strategy. I'm not sure a wide open air-only space is really fair in a pure air game. I am saying, an island in the middle for infestors or templars to hang out changes the map a lot. Comprehensive strategic intention: DNE

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