On September 09 2009 05:04 StorrZerg wrote: What about 4ish/5ish gas?
i think that could be a problem.
what 4-ish/5-ish?
I think StorrZerg is talking about the gas at the bottom-right main; it's much closer to the inside of the map than the other mains' gases (might be siege-able from the cliffs to the north of it).
oh.. hmm but then, I'll have to place at some other position which will cause mining inefficiency as compared to other 3 positions
updated to 1.2 btw
yeah that's what i was talking about. I know its a problem with positioning, but anything ranged could take that out fairly easy, lurks tanks marines hydras ect ect
On September 09 2009 05:20 neobowman wrote: Great concept. Might have a bit more trouble PvT than in outsider since the Terran can grab 3 easy bases, then a fourth if they defend it properly. The distances between the Protoss and Terran is short too since a 200/200 Terran could probably shoot down the psi disrupters pretty quickly. Middle is fine imo. Maybe a bit too tight. This is great, improve deco a bit though. I'll try to think of more comments to help improve this.
I thought that too, but then looking over it, fast carriers look incredibly powerful.
Carriers wouldn't be too good since if a Terran scans it once, a quick timing push with the forces they have would finish off the Protoss pretty quickly since the distances are short.
If you put buildings at the bottem right in the lowground, pathing will be hell since rallied units will have to pass through either the gas or the mineral line.
If you put buildings at the bottem right in the lowground, pathing will be hell since rallied units will have to pass through either the gas or the mineral line.
I think there's space above the gas.. or you talking about the main gas?
Yeah, the main gas. Othello pathing is generally considered poor since units often pass through the natural's mineral line. Gas line isn't as bad but still really annoying.
This map looks AWESOME. You should try to get ICCup to put it in there mappack with maybe a 150% thing like PGT had :D at first look I thought it would be too much to defend with the multiple ramps and everything, then I realized the ramp near your minerals are pretty much the only entrance to your base. This map has potential to be late game crazy after minerals are mined out, but seems like proxying would also be very strong.
On September 09 2009 13:13 RebirthOfLeGenD wrote: This map looks AWESOME. You should try to get ICCup to put it in there mappack with maybe a 150% thing like PGT had :D at first look I thought it would be too much to defend with the multiple ramps and everything, then I realized the ramp near your minerals are pretty much the only entrance to your base. This map has potential to be late game crazy after minerals are mined out, but seems like proxying would also be very strong.
eh mid is mainly unbuildable, so proxy will be very luck-dependant
On September 09 2009 15:02 Mortician wrote: You cannot 2 hatch here, which is sad, I just got the hang of 2 hatch muta :/
That's the biggest problem for maps with a forward mineral only natural. 2 hatch builds aren't effective since you can't defend the expansion you take and the main. You can defend from one point here but marines will still annoy the mineral line to no end if you do a 2 hatch.
Bottem left gas is in a different position from all the others. Try to make room on the other side of the minerals.
On September 09 2009 21:16 neobowman wrote: Bottem left gas is in a different position from all the others. Try to make room on the other side of the minerals.
On September 09 2009 21:16 neobowman wrote: Bottem left gas is in a different position from all the others. Try to make room on the other side of the minerals.
what do you mean?
At the bottom left main, the gas is right up to the main's choke point, AKA attackable by marines. The other mains' gases are not.
On September 09 2009 15:02 Mortician wrote: You cannot 2 hatch here, which is sad, I just got the hang of 2 hatch muta :/
That's the biggest problem for maps with a forward mineral only natural. 2 hatch builds aren't effective since you can't defend the expansion you take and the main. You can defend from one point here but marines will still annoy the mineral line to no end if you do a 2 hatch.
Bottem left gas is in a different position from all the others. Try to make room on the other side of the minerals.