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[Map] Demon's Shiver - Page 2

Forum Index > BW General
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Prev 1 2 All
538
Profile Blog Joined November 2008
Hungary3932 Posts
September 08 2009 17:45 GMT
#21
Wonderful execution with the doodad-mixing for the miss rate, if this is indeed bugless, it might become a very interesting addition to maps.
BW fighting!
Chef
Profile Blog Joined August 2005
10810 Posts
September 08 2009 18:19 GMT
#22
Does it also hinder large armies like the original?
LEGEND!! LEGEND!!
Superouman
Profile Blog Joined August 2007
France2195 Posts
September 08 2009 18:45 GMT
#23
On September 09 2009 02:06 Jawa~ wrote:
I'd love to see someone win PvZ on this map...


reaver+corsair
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
September 09 2009 04:48 GMT
#24
On September 09 2009 03:19 Chef wrote:
Does it also hinder large armies like the original?

Of all people shouldn't you know if it's walkable or not!
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
September 09 2009 05:14 GMT
#25
Is the 30% different from the supposed "30%" miss rate from high ground (which is actually 50%)?
Jaedong
jonnyp
Profile Blog Joined May 2009
United States415 Posts
September 09 2009 05:27 GMT
#26
On September 09 2009 14:14 Avidkeystamper wrote:
Is the 30% different from the supposed "30%" miss rate from high ground (which is actually 50%)?


whoa, did you just get guardian? i literally saw you post seconds ago in the professions thread and i swear you were a devourer

on topic: love the map idea, but seems a little too similar to that one map with the neutral corsair webs on all the paths to the various starting locations. would be fun to experiment with, and maybe get on pro-league if it's balanced
The number of years it takes for the Internet to move past anything is way, way over 9000.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
September 09 2009 05:29 GMT
#27
On September 09 2009 14:14 Avidkeystamper wrote:
Is the 30% different from the supposed "30%" miss rate from high ground (which is actually 50%)?

I don't think it is I'm pretty sure doodads/high ground are the same, also he's exploiting high ground too so it should be the same.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
IntoTheWow
Profile Blog Joined May 2004
is awesome32280 Posts
September 09 2009 05:34 GMT
#28
Really cool! hopefully it will get the spotlight it deserves!
Moderator<:3-/-<
rredtooth
Profile Blog Joined December 2008
5464 Posts
September 09 2009 05:35 GMT
#29
sicksick. gonna try it out asap when i have the time. always wanted to play a demon's forest style map but always heard that it was bugged and stupid. imagine two armies passing each other without even noticing. its like the desert campaigns in WW2 when the sand dunes blocked vision/sound or opposing armies.

anyways, my personal nerdiness aside, good work and clever thinking. props to you sir.
[formerly sponsored by the artist formerly known as Gene]
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
September 09 2009 05:36 GMT
#30
On September 09 2009 14:27 jonnyp wrote:
Show nested quote +
On September 09 2009 14:14 Avidkeystamper wrote:
Is the 30% different from the supposed "30%" miss rate from high ground (which is actually 50%)?


whoa, did you just get guardian? i literally saw you post seconds ago in the professions thread and i swear you were a devourer

on topic: love the map idea, but seems a little too similar to that one map with the neutral corsair webs on all the paths to the various starting locations. would be fun to experiment with, and maybe get on pro-league if it's balanced

Nah, got it a few days back.

On September 09 2009 14:29 Superiorwolf wrote:
Show nested quote +
On September 09 2009 14:14 Avidkeystamper wrote:
Is the 30% different from the supposed "30%" miss rate from high ground (which is actually 50%)?

I don't think it is I'm pretty sure doodads/high ground are the same, also he's exploiting high ground too so it should be the same.

Then it should be a VERY interesting map. Should be hard for terrans?
Jaedong
Shadeye
Profile Joined March 2009
Australia75 Posts
September 09 2009 05:42 GMT
#31
looks like a good map
Go Hyuk, Luxury and F91
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