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Day[9]
United States7366 Posts
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IntoTheWow
is awesome32280 Posts
128 x 128 ? | ||
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IntoTheWow
is awesome32280 Posts
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Naib
Hungary4904 Posts
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GTR
51663 Posts
the map maker stressed that this is the first map in progaming with a custom dimension / not a multiple of 64. he said 112 is a good balance between 128 and 96 or something like that. | ||
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GHOSTCLAW
United States17042 Posts
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Day[9]
United States7366 Posts
On April 26 2009 18:32 GTR wrote: 112x128 the map maker stressed that this is the first map in progaming with a custom dimension / not a multiple of 64. he said 112 is a good balance between 128 and 96 or something like that. HAH i motherfuckin' KNEW it | ||
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Ziph
Netherlands970 Posts
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Hammy
France828 Posts
I'm wondering though: has anyone ever bothered breaking the temples in the center? Is there any use to doing that? It's sort of pointless to put destructibles if there's no use in them being destructible (they could have put doodads instead for example). That being said, I guess it could be somewhat useful in a TvP that's really stretching out. Any thoughts? | ||
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Day[9]
United States7366 Posts
On April 26 2009 20:18 Hammy wrote: I love that map. I wish people played it more. I'm wondering though: has anyone ever bothered breaking the temples in the center? Is there any use to doing that? It's sort of pointless to put destructibles if there's no use in them being destructible (they could have put doodads instead for example). That being said, I guess it could be somewhat useful in a TvP that's really stretching out. Any thoughts? yeah man PvZ. protoss wants to push towards zerg w/o having to worry about counter attack. if the temples are up, protoss has to go down the left or right lane, and zerg can counter up either one. with the temples open, its VERY easy to put pressure on zerg and INSTA run back to defend. good example is jangbi vs luxury in most recent MSL finals !!! | ||
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whatusername
Canada1181 Posts
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o3.power91
Bahrain5288 Posts
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