Shinra:
UPDATED IMAGE
The new map DryHai (so far at least):
Suggestions appreciated, thanks
Blogs > Grobyc |
Grobyc
Canada18410 Posts
Shinra: UPDATED IMAGE The new map DryHai (so far at least): Suggestions appreciated, thanks | ||
blabber
United States4448 Posts
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Mickey
United States2606 Posts
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Grobyc
Canada18410 Posts
On August 15 2008 10:14 blabber wrote: any reason why there's no mineral wall at the 1 oclock expo? or is it just not showing it? oh, my bad, must have forgot to add the wall there >_<, thanks | ||
Descent
1244 Posts
Edit: Already commented on. Too slow~ =o Edit 2: Can these maps of yours be dled somewhere? | ||
Grobyc
Canada18410 Posts
On August 15 2008 10:17 Descent wrote: Good work~ I wish I could make maps like these D: Edit: Already commented on. Too slow~ =o Edit 2: Can these maps of yours be dled somewhere? Yup, i just fixed the 2 o clock mineral wall, and after i make a few more i am going to put them into a map pack available for download, it would be great if people actually picked them to use in tournaments xD | ||
Grobyc
Canada18410 Posts
On August 15 2008 10:15 Mickey wrote: That desert map, if you stare long enough.. It looks like a baboon. Actually i see it too, maybe that should be its name | ||
Dark.Carnival
United States5095 Posts
On August 15 2008 10:26 Grobyc wrote: Show nested quote + On August 15 2008 10:15 Mickey wrote: That desert map, if you stare long enough.. It looks like a baboon. Actually i see it too, maybe that should be its name i see an oddly designed gas mask. | ||
h3r1n6
Iceland2039 Posts
If in TvP Terran gets the center control I can't really see what toss could do. If toss has expoed to his inner expo, terran can siege it, toss can't really get reinforcements out, so terran can destroy other expansions. And trying to go around over the south ramps won't really work, since Protoss can't really do much when Terran is aware of that and moves a bit of his army back to defend that ramp. Might take a souther expo, but Terran can probably push there really easily too. A second exit out of the main might help with that, since Protoss can stream out his units to the north, and from there flank the terran army. Also, a Zerg can't really build a sunken line from a 12 hatch at his nat, leaving him at a disadvantage against terran. On the other hand zerg can just mineral hop the the blocked off expos, giving him a 3rd gas where he only has to fear drops. (how much minerals are in there?) Just some D+ Terran thoughts. | ||
il0seonpurpose
Korea (South)5638 Posts
but gj h5 | ||
Dark.Carnival
United States5095 Posts
On August 15 2008 10:58 il0seonpurpose wrote: I like them but you have no mineral only expansions, its too gas heavy. but gj h5 i agree about having too many gas expansions; especially the second map there seems to be almost all gas expansions. unless im seeing things of course. | ||
29 fps
United States5718 Posts
On August 15 2008 10:56 h3r1n6 wrote: Hmm, I guess a second exit out of the main to the north would be nice. Make it blocked by (a) high hp neutral building(s) so its not available early game. If in TvP Terran gets the center control I can't really see what toss could do. If toss has expoed to his inner expo, terran can siege it, toss can't really get reinforcements out, so terran can destroy other expansions. And trying to go around over the south ramps won't really work, since Protoss can't really do much when Terran is aware of that and moves a bit of his army back to defend that ramp. Might take a souther expo, but Terran can probably push there really easily too. A second exit out of the main might help with that, since Protoss can stream out his units to the north, and from there flank the terran army. Also, a Zerg can't really build a sunken line from a 12 hatch at his nat, leaving him at a disadvantage against terran. On the other hand zerg can just mineral hop the the blocked off expos, giving him a 3rd gas where he only has to fear drops. (how much minerals are in there?) Just some D+ Terran thoughts. I agree. Kinda like Ungoro Crater, if Terran uses a slow push (especially since the distance is short) with turrets and stuff, toss is gonna be in deep shit. Also the lack of a sunken line means Z has to get a third hatch below the ramp. is the desert map 128x128? standard 2 player maps are usually 128x96 or 96x128, since 128x128 is kinda big. not a problem, though | ||
Steelflight-Rx
United States1389 Posts
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Grobyc
Canada18410 Posts
On August 15 2008 11:20 29 fps wrote: Show nested quote + On August 15 2008 10:56 h3r1n6 wrote: Hmm, I guess a second exit out of the main to the north would be nice. Make it blocked by (a) high hp neutral building(s) so its not available early game. If in TvP Terran gets the center control I can't really see what toss could do. If toss has expoed to his inner expo, terran can siege it, toss can't really get reinforcements out, so terran can destroy other expansions. And trying to go around over the south ramps won't really work, since Protoss can't really do much when Terran is aware of that and moves a bit of his army back to defend that ramp. Might take a souther expo, but Terran can probably push there really easily too. A second exit out of the main might help with that, since Protoss can stream out his units to the north, and from there flank the terran army. Also, a Zerg can't really build a sunken line from a 12 hatch at his nat, leaving him at a disadvantage against terran. On the other hand zerg can just mineral hop the the blocked off expos, giving him a 3rd gas where he only has to fear drops. (how much minerals are in there?) Just some D+ Terran thoughts. I agree. Kinda like Ungoro Crater, if Terran uses a slow push (especially since the distance is short) with turrets and stuff, toss is gonna be in deep shit. Also the lack of a sunken line means Z has to get a third hatch below the ramp. is the desert map 128x128? standard 2 player maps are usually 128x96 or 96x128, since 128x128 is kinda big. not a problem, though Ok, i've fixed the ramp to the nat, so its not imba for zerg, and i added another path from your main to the north, intending to block it with a khaydarin crystal or something, but im not sure how to do that, when i put one controlled by player 12 like with the minerals and critters, it just disseapears when i started the game, i know it doesnt do that in UMS(for an ob map) but there are other maps that have that feature where you dont need to play a ums map to have the crystal there. can anyone help me with that part? edit: if not then i might just place a mineral wall there instead edit 2: i change the map to 128x96, it was very easy actually because my editor cut off a 1/5 of the map at the bottom, so it worked out perfectly in the way it removed the 2 bottom bases, and the ramps that lead down there now join together for a single expo instead. Many changes: + Show Spoiler + - 3rd base(min only now) had its minerals closer to your main cliff, preventing your workers from getting tanked/stormed etc from units in the middle - the bottom part was cut out, replaced with one expo instead of two - 2 mineral only bases were added to the top corners - a 2nd ramp was added exiting to the north from your main, blocked by mineral patches (56$ each) - the ramp is placed better to balance all races in defending their nat(ecspecially zerg) - a few minor doodads/terrain moving around thanks for the feedback, i didnt notice a lot of things that werent so balanced/could have been improved | ||
h3r1n6
Iceland2039 Posts
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Grobyc
Canada18410 Posts
On August 15 2008 21:08 h3r1n6 wrote: Nice changes, I really like it, but I don't think there were too many gases. Now it has 4 per player, just like Blue Storm, but this map is not as easily splittable. Yeah I noticed the splittable factor, which is something i didn't want to make a big part of the map, like blue storm, because i often hear alot of toss players complaining about PvT being imba due to that. | ||
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