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[Map] Northern Cross - Page 2

Forum Index > BW General
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StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
September 08 2009 22:40 GMT
#21
On September 09 2009 05:59 konadora wrote:
Show nested quote +
On September 09 2009 05:57 crate wrote:
On September 09 2009 05:06 konadora wrote:
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
Hwaseung Oz fan for life. Swing out, always swing out.
illu
Profile Blog Joined December 2008
Canada2531 Posts
September 08 2009 22:48 GMT
#22
Macross Frontier much?

:]
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 08 2009 23:07 GMT
#23
On September 09 2009 05:40 404.Delirium wrote:
Show nested quote +
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.

Still looking over it some more.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
September 09 2009 04:06 GMT
#24
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?
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2009 04:11 GMT
#25
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.
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
September 09 2009 04:13 GMT
#26
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.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
September 09 2009 04:14 GMT
#27
had me scared for a bit, thought this was a real pro map.

where exactly do people build or do anything on this map. seems pretty bland strategy wise
With a gust of wind, perhaps.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2009 04:20 GMT
#28
Great map and all but having it an iccup map is kind of a stretch. Not really close to a pro map. Then again, seeing the new beta pro maps......
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
September 09 2009 04:31 GMT
#29
anyone wanna try playing? konata.izumi on iccup
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
September 09 2009 04:32 GMT
#30
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
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
September 09 2009 05:11 GMT
#31
Found a small bug, changed 4 starting too
POGGERS
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
September 09 2009 05:24 GMT
#32
On September 09 2009 13:31 konadora wrote:
anyone wanna try playing? konata.izumi on iccup

Looks interesting. I'm up for some.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
Shadeye
Profile Joined March 2009
Australia75 Posts
September 09 2009 05:42 GMT
#33
looks interesting, I like the look
Go Hyuk, Luxury and F91
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
September 09 2009 06:02 GMT
#34
You cannot 2 hatch here, which is sad, I just got the hang of 2 hatch muta :/
"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
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2009 12:16 GMT
#35
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.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
September 09 2009 12:23 GMT
#36
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?
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2009 12:25 GMT
#37
On September 09 2009 21:23 konadora wrote:
Show nested quote +
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.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
September 09 2009 12:38 GMT
#38
ooh okay
POGGERS
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
September 09 2009 12:57 GMT
#39
On September 09 2009 21:16 neobowman wrote:
Show nested quote +
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.


Yeah, thats what she...erm... I said
"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
Singapore66364 Posts
September 10 2009 16:03 GMT
#40
Updated to 1.4

I still can't put the geyser at btm left without compromising the space or mining efficiency =/
POGGERS
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