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[Map] Phaeton - Page 2

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
August 26 2009 12:39 GMT
#21
Mech is strong
Protoss can FE but it's risky
Zerg overall quite strong
POGGERS
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
Last Edited: 2009-08-26 14:01:51
August 26 2009 14:00 GMT
#22
There is no way to block the ramp and the choke at the natural is quite wide so 9 pool with gas versus everything should be pretty damn strong, especially if you and your opponent spawn on the same side (east or west)
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
sixghost
Profile Blog Joined November 2007
United States2096 Posts
August 26 2009 14:05 GMT
#23
Reminds me of Gaia. ZvT and PvT seem impossible if you spawn vertical.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Misrah
Profile Blog Joined February 2008
United States1695 Posts
August 26 2009 14:37 GMT
#24
for some reason i really like the way that this maps looks. It looks like a lot of fun to play. Personally i love the tree mechanic and the vision mechanic that this map seems to offer. And because i player zerg, the apparent zerg > all trend is fine with me ^^
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
Last Edited: 2009-08-26 14:44:43
August 26 2009 14:40 GMT
#25
On August 25 2009 18:33 Alur wrote:
You're making a remake of it as a BW map aren't you?


Saw it coming!
Good job on the map though.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
August 26 2009 14:46 GMT
#26
looks awesome, thanks
In the woods, there lurks..
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
August 26 2009 14:53 GMT
#27
Looks like the only issue is the wide ramps? I admit that as a Z, I had a much easier time because of the ramp.
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
August 26 2009 15:01 GMT
#28
Have you thought of getting a lower layer of terrain so you could put a ramp out of the nat as well?

As for the watchtowers, they don't really offer that much of vision, perhaps include triggers to make them work in UMS?
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
August 26 2009 15:05 GMT
#29
On August 27 2009 00:01 Nikoner wrote:
Have you thought of getting a lower layer of terrain so you could put a ramp out of the nat as well?

As for the watchtowers, they don't really offer that much of vision, perhaps include triggers to make them work in UMS?

That's why I tried making the map using other tilesets (twilight and jungle) but it was rather impossible to make the reverse ramps, as well as a few other issues.

Yeah I'm considering implementing that feature, making this a UMS-map (if you want the watchtower feature)
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2009-08-26 15:21:06
August 26 2009 15:12 GMT
#30
Not being able to add a second ramp is a bummer, but that's because of how SC2 has advanced I guess. Since it's not possible to make a full conversion in melee, UMS is something that should be considered IMO Entirely up to you tho.
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
August 26 2009 15:33 GMT
#31
On August 26 2009 23:53 konadora wrote:
Looks like the only issue is the wide ramps? I admit that as a Z, I had a much easier time because of the ramp.


Either that or make the choke at the natural smaller
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
August 26 2009 15:41 GMT
#32
Hmm the trigger seems a bit hard

Players:
All Players

Conditions:
Current Player brings at least 1 [any unit] to 'Location 0'.

Actions:
Give All Map Revealer owned by Neutral at 'Location 1' to Current Player.
Preserve trigger.

And the reverse for removing vision

But doesn't seem to work =/
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2009-08-26 15:51:55
August 26 2009 15:47 GMT
#33
Edit: Nevermind, didn't work either.
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
August 26 2009 15:52 GMT
#34
doesnt work
POGGERS
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
August 26 2009 15:57 GMT
#35
That map looks horribly unbalanced. Easy 3rd expo for Terran, difficult micro for Zerg due to obstacles in middle
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
GoSu
Profile Blog Joined June 2009
Korea (South)1773 Posts
August 26 2009 16:01 GMT
#36
yeah the map is good.
#1 olleh KT 팬 http://sports.kt.com/ | #1 김택용 선수 팬 | 좋은 선수: 송병구, 이제동, 도제욱, 정명훈, 이성은 | KeSPA 한국 e-Sports 협회
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
August 26 2009 16:05 GMT
#37
On August 27 2009 00:57 AzureEye wrote:
That map looks horribly unbalanced. Easy 3rd expo for Terran, difficult micro for Zerg due to obstacles in middle

On August 26 2009 19:07 konadora wrote:
Btw take note that this was a 2v2 map during Blizzcon

POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
August 26 2009 16:17 GMT
#38
Got it to work, want me to PM you the triggers or should I just post them here?
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
August 26 2009 16:31 GMT
#39
Just post lol
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2009-08-26 16:58:03
August 26 2009 16:45 GMT
#40
OK, but it's really rough and possibly can be improved. It requires you to draw some additional zones around the watchtower that box. All trigers are for all players.

Conditions:
Always

Actions:
Set "Switch 1"
---
Conditions:
Current player brings at least 1 [Any unit] to Location 1.
Current player commands the most [Any unit] at Location 1.
"Switch 1" is set.

Actions:
Give all Map Revealer owned by Neutral at Location 255 to Current Player.
Clear "Switch 1"
Set "Switch 2"
Preserve trigger.
---
Conditions:
Current player brings at least 1 [Any unit] to Location 2. {ie, right outside the watchtower thingy}
"Switch 2" is set.

Actions:
Give all Map Revealer owned by Current Player at Location 255 to Neutral.
Clear "Switch 2"
Set "Switch 1"
Preserve trigger.

Should allow for players to "steal" control from their opponent if they bring more units as well - not sure if that's how the watchtowers work in SC2 tho. You may also need multiple copies of some of the triggers.

Edit: Oops, sorry.
Edit edit: I am an idiot. Should work now.
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