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[SC2] Python - Page 3

Blogs > HeyitsClay
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Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
April 23 2010 15:34 GMT
#41
hahaha wow that pretty good. we need moar sc1 mapsss
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
April 23 2010 15:34 GMT
#42
hooray for the mapmaking tool, maybe i'll be able to play a map with only 1 choke into my nat/main soon
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
April 23 2010 16:08 GMT
#43
I don't know if its possible but put a mineral patch for block the "island" expantion and make something for you cant build to much at the island if possible but i so love the snake GJ :D
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Marradron
Profile Blog Joined January 2009
Netherlands1586 Posts
April 23 2010 16:09 GMT
#44
I think a good balance sugestion is making the ramps bewteen 12 and 3 and 6 and 9 unclimable by collosus and reapers. If you make some unwalkable bit of ramp they shouldnt be able to climb up right ?
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
April 23 2010 16:29 GMT
#45
On April 23 2010 20:29 Julmust wrote:
I'm sorry for saying this, you've put in some really nice effort here I can tell that but:
can we please leave python in BW?


Just because it is a shitty map in BW doesnt mean it is shitty for SC2 :D </terranrant>
Jayme
Profile Blog Joined February 2009
United States5866 Posts
Last Edited: 2010-04-23 16:30:13
April 23 2010 16:29 GMT
#46
On April 23 2010 20:29 Julmust wrote:
I'm sorry for saying this, you've put in some really nice effort here I can tell that but:
can we please leave python in BW?


ONE THOUSAND TIMES THIS.

My sig says it all.

Good job though, it looks rather good, regardless of how bad python is :o
Python is garbage, number 1 advocate of getting rid of it.
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
April 23 2010 16:30 GMT
#47
Heh, Python will never die. It will haunt the SC world forever; SC 10 will have a remake of Python in it.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
April 23 2010 16:33 GMT
#48
convert Ride of Valkyries :D

ban python imho
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Wi)nD
Profile Joined April 2010
Canada719 Posts
April 23 2010 16:55 GMT
#49
lol this looks actualy really good, looking forward to the final project, keep it up!
selboN
Profile Blog Joined January 2008
United States2523 Posts
April 23 2010 16:55 GMT
#50
On April 24 2010 01:33 FragKrag wrote:
convert Ride of Valkyries :D

ban python imho

RoV shall never see light of day, fuck that map.
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
Rut
Profile Blog Joined January 2010
United States70 Posts
April 23 2010 17:21 GMT
#51
If you made the islands two levels (or more, I guess) below the mains, would that prevent reapers from being able to jump down to them? Of course that wouldn't prevent reapers from being extremely strong on close-position starting locations, but it would limit what they have to work with somewhat.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 23 2010 17:30 GMT
#52
There are so many good maps in bw, and everyone rushes to make one of the shittier ones.
emperorchampion
Profile Blog Joined December 2008
Canada9496 Posts
April 23 2010 18:05 GMT
#53
On April 24 2010 01:55 selboN wrote:
Show nested quote +
On April 24 2010 01:33 FragKrag wrote:
convert Ride of Valkyries :D

ban python imho

RoV shall never see light of day, fuck that map.


Ahh, man that's one of my favourites

On April 24 2010 02:30 Mastermind wrote:
There are so many good maps in bw, and everyone rushes to make one of the shittier ones.


lol
TRUEESPORTS || your days as a respected member of team liquid are over
yB.TeH
Profile Blog Joined November 2008
Germany419 Posts
Last Edited: 2010-04-23 18:59:23
April 23 2010 18:58 GMT
#54
you dont have to keep the imbalanced mineral positions on 12 and 3, put them along the border
and the main at 9 is really fucked up, put the minerals and gas further down
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 23 2010 18:58 GMT
#55
I hate Python :s
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 23 2010 19:10 GMT
#56
On April 23 2010 20:35 boesthius wrote:
Show nested quote +
On April 23 2010 20:29 Julmust wrote:
I'm sorry for saying this, you've put in some really nice effort here I can tell that but:
can we please leave python in BW?

i definitely agree with this, i'm so tired of this map haha. as much as i hate python, your doesn't look half bad~

+1 to this. it actually looks really good, but I'm bloody sick of it as it is already
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
ploy
Profile Joined January 2006
United States416 Posts
April 23 2010 19:11 GMT
#57
I don't think the bottom right/top left expansions should be high yield
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 23 2010 19:19 GMT
#58
^I don't see a problem with it. They are much harder to defend since they don't have a choke. Bloody hard to hold it TvP, ZvAnything, etc. Plus if you secure a mains natural you pretty much get that main for free, unlike the corner expos.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 23 2010 19:23 GMT
#59
wow I must say, that's actually a really good job so far. The snake looks a bit wimpy right now, can you maybe change it so that it looks more bad ass? Also, maybe add two spots of high ground in the middle for xel naga towers. The rest of the map looks awesome.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
April 23 2010 19:25 GMT
#60
1 suggestion:

make the islands highground 2 (usual ground, highground, higher ground) and make the mainbase and rest of the map 'ground' and protect mains with walls ... _T dunno. Right now colossi can just walk into the island
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
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