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Last update for (2)Disillusion : 2006, 05, 05 23:54
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|1262|| (2)Disillusion|| 128*128||s17eoulnightly513~||1.8||final|
The map has been rated 59 times and got a total of 105 points
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|randomly integrating doublegases is no good approach. the whole center is absolutely pointless, and it is heavily imbalanced due to the ramps.|
extremly bad expansion layout.
delete this one...
|there is not random about this. it is well-thought out... sorry you fail to understand anything different|
delete your faimly, bitch!
|no need to be so harsh about it, he is obviously new at this. |
flo is right though, only 1 gas at each expo, and the high ground center does cause imbalance and is not necessary. i would start with a new map after looking at the motw section.
you do have some decent skill with terrain though so good job there.
|haha s17 i didn't see that post yet when writing mine|
|i do not think you have understood long enough about this map. the diference is not random or mistake~ yin and yang still balanced, if you look with eyes open.|
|sorry he attack me everywhere! sad T_T|
|its better than your other one|
|dan--i believe if you look inside game and not picture, you see high ground center is not the only center, and that other feature on this place counterbalance the terlan advantage of the center (extremely!)~|
|s17, there's no reason to come and insult others when they don't like your maps. What is the point of posting your maps here unless you want people to criticize them and make them better? Don't come looking for 'omg gosu best map ever'...|
But seriously, you need to put gas in mains. And there's no reason to have double gas at your natural. Other than that, I don't have a huge problem with the map except the center isn't right. See how you can only enter the temple from the right side? Put some left-facing stairs on there, it's not hard.
|I think you need more building space around the map, to make the center platform smaller and possibly add more points of entrance, and probably take some gases away from the expansions. |
its a very interesting map with mineral only mains and double gas nats, but im not entirely sure that it is worth the risk of imbalance.
for example, a protoss could easily take advantage of a terran player and simply forge first then expand, and the terran player wont be able to do much to stop it, due to the lack of a natural cliff, no place to proxy in order to gain an advantage with a rush, and the far walking distances. in order to negate this balance, you need to create some kind of "out" for the terran to punish the protoss player if he decides to get greedy, while at the same time allowing a terran player to survive provided he doesnt do some risky build if the protoss decides to return the favor and do a hardcore rush.
|"s17, there's no reason to come and insult others when they don't like your maps. What is the point of posting your maps here unless you want people to criticize them and make them better? Don't come looking for 'omg gosu best map ever'..."|
Honestly, while s17s response may not have been appropriate, flothefreaks comments were utterly useless, and even worse than his perception of the map.
Such flagrant elitism and disrespect shouldn't be condoned.
|i said i am sorry, but "delete this one" is very unkind especially from such understanding.... i respond to such cruel attack very passionate with full heart.... this is user-final not beta. i do not go and delete his creation when i dont understand it. ~~~|
~ you are wrong about right side left side. my way better. both players get to high, and defend it, quite same. it is not perfect, but changing ramps to other side would be worse. i do not know why this is so a problem to you. distance, defense of each stairs is fair to each user.
the whole map balance is around no gas main. every feature is lined to that.
|auirz about balance, thank you for thinking about this..|
"for example, a protoss could easily take advantage of a terran player and simply forge first then expand, and the terran player wont be able to do much to stop it, due to the lack of a natural cliff, no place to proxy in order to gain an advantage with a rush, and the far walking distances. in order to negate this balance, you need to create some kind of "out" for the terran to punish the protoss player if he decides to get greedy,"
actually, because all pto have is zelot, terlan can expand same as pto early (walls, marine, cc...). both have natral. terlan can then facport because there is a small cliff. the island is also greats. terla will need to not let pto get too many gas, it is very standard except rush different... since everyone expo first, proxy attack is one possible threat, but in reality pto is more in danger than tera. tera can be invincible against zealot while expands, but pto can only trade mineral for mineral while expands.
"while at the same time allowing a terran player to survive provided he doesnt do some risky build if the protoss decides to return the favor and do a hardcore rush."
ter has more flexible. can invincible expand, or heavy marine pressure first (fake expand, lift off). after tech, ter again multifacets: facport (smaller ridge but more important island) or not.
|with the walking distances, whats to stop a protoss from simply playing more like a zerg, or like how they do in pvz and going forge first to take the expand and secure it with a cannon, then mass some gates up really quickly.|
protoss is able to take advantage of gas faster, because they can get cybernetics core with minerals only, and meanwhile the terran has to wait for 100 minerals per each factory.
|ok... terlan can expand slightly faster than pto, because i explained above. so you get 2 base pto, 2 base terlan, but yes pto get dragoon first. this is the interesting part. terlan can handle it, it ends up fair new game!! i hope|
|the map probably is less fair to one start than the other. it could be tested more, and evened out.|
but the idea itself... you have to take your nat to get gas at all, and the distances are not short. slow matchups are going to be even more macro oriented, but the threat of cheese is still there.
taking islands is actually worth it on this map, lol...
i would expect zvp to be alright. toss loses a step having to nexus for gas. but toss can pressure with zeals and neither really can go gas until toss does, maybe. would be interesting.
tvp, it looks kind of tight. once terran put tanks in 2 different places, toss can't go around the circle without taking those tank shots. so toss needs some shuttles to break that (earlier), it might actually be okay as long as they can't get any turrets near the temple. toss taking an island would be instant-carriers, and T should be slowed down a little by the flatness and T actually has to spend more to be safe while getting gas... too many odd things on this map to be sure.
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