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[Map] Fubuki - Page 2

Forum Index > BW General
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etch
Profile Blog Joined July 2009
Canada176 Posts
November 14 2009 20:23 GMT
#21
the architecture reminds me a lot of azalea and arcadia but with a little twist.
meeple
Profile Blog Joined April 2009
Canada10211 Posts
November 14 2009 20:36 GMT
#22
I like how it looks, the hatchery creep is definitely a cool feature, and that 0 min patch on the islands makes it impossible for terrans just to plop a CC down there for an easy 4th. It will be interesting to find the balance of this, since its true that terran can sit off 3 base and just macro, those two expansions are scarily open to harass. I would guess its a balanced map as long as the zerg plays it right, getting drop a bit early and taking the island 4th and 5th, and harrassing the f**k out of those two bases.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 14 2009 20:52 GMT
#23
Well. Turtling is reallllllllly easy. Honestly, this is worse than colloseum in terms of how awesome a 200/200 3/3 push is. FOUR ****ING GAS to take and easily defended with 1 choke, and the island can just be turreted up.
Lovin
Profile Joined May 2009
Denmark812 Posts
Last Edited: 2009-11-14 22:10:04
November 14 2009 22:09 GMT
#24
No highground or ramps?
AKA SuddenSalad
Arkqn
Profile Joined August 2008
France589 Posts
November 14 2009 22:27 GMT
#25
Seems a lot ez for muta harass.
Elena[PaiN]
Sc2ggRise
Profile Blog Joined January 2009
United States607 Posts
November 14 2009 22:55 GMT
#26
looking at it a second time, i don't think zerg have an advantage... at least not pvz. forge FE at main choke and 2 free gas right away, then its like andromeda until you feel like killing the neutral for the 3rd gas which isn't a delay since you'll either need cannons to defend that xpo anyway (and can kill it with cannons) or just make 1 zealot which you should have by the time you are putting up your 3rd.

still, it looks fun ;D
Elite00fm
Profile Joined January 2008
United States548 Posts
November 14 2009 23:22 GMT
#27
The first thing that jumped out at me about this map is that you are at a HUGE disadvantage if you spawn immediately counter-clockwise to your opponent
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
November 15 2009 00:55 GMT
#28
On November 15 2009 08:22 Elite00fm wrote:
The first thing that jumped out at me about this map is that you are at a HUGE disadvantage if you spawn immediately counter-clockwise to your opponent

why? tanks can't target your nat

On November 15 2009 04:38 JSH wrote:
Cool map :3
definitely going to give it a try

on a side note,
But where did you get the name?


i was playing disgaea and my yukimaru learnt a new skill called midare fubuki

go figure :p

On November 15 2009 07:09 Lovin wrote:
No highground or ramps?


I initially wanted the center of the map to be a high ground, but later on it looked too ugly and was rather hard to implement.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
November 15 2009 01:05 GMT
#29
btw anyone want to help me test this map?

I'm on @ Caramell on iccup
POGGERS
Thegilaboy
Profile Blog Joined October 2009
United States2018 Posts
November 15 2009 01:51 GMT
#30
Looks good, I'll be testing this one out tonight and let you know my initial reactions...not that they really mean anything lol
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
November 15 2009 01:57 GMT
#31
On November 15 2009 10:51 Thegilaboy wrote:
Looks good, I'll be testing this one out tonight and let you know my initial reactions...not that they really mean anything lol

any feedback is appreciated ^_^
POGGERS
horang3
Profile Joined November 2009
United States261 Posts
November 15 2009 02:11 GMT
#32
Not sure if it would be balanced but it looks pretty cool.
Do great work
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
November 15 2009 10:34 GMT
#33
bump ^_^
POGGERS
meCh[dtr]
Profile Joined March 2009
Canada111 Posts
November 15 2009 10:53 GMT
#34
Played a TvP on this yesterday with a buddy of mine. I like the map, but this is probably because I'm T and its just so easy to turtle up on the 3 bases given to you and steamroll anything and everything.

I saved the replay and can throw it up if wanted, even though we're just a couple of D players.
Piste
Profile Blog Joined July 2006
6175 Posts
November 15 2009 10:56 GMT
#35
On November 15 2009 02:44 Ganfei wrote:
Show nested quote +
On November 15 2009 02:34 konadora wrote:
they are not mineral-only expos.

They are gas expos, but the geysers are covered by a neutral Psi Disruptor. You have to destroy the neutral Psi Disruptor to mine from the geyser (which can't be seen in the picture). This applies to all three races. Also, for a Terran and Protoss to expand there you have to kill the neutral Hatchery to remove the Zerg creep. But for a Zerg, you can just build a hatchery there straightaway, similar to maps like Colosseum and Baekmagoji.

The reason behind this is to prevent super fast Triple Nexus or Triple CC, as well as to prevent super fast 3-gas muta rape on the map.


I don't think that's going to make a big difference to a speedy 3 nex/CC build, or a fast 3 gas build for a zerg...although I don't know how long it takes to kill the psi disruptor. But killing a hatch to lay a CC/nexus is not difficult, you can do it quite quickly if you just leave a couple scvs on it a few minutes after your 2nd expo, or just send 1-2 rines early after you've got your nat up. The time it takes the creep to go away is the main issue and the hatch is not that close to where you'd put the CC/nex anyways so the only the outer fringe would need to recede. The gas is irrelevant to a T in a TvP, so even if it does take a long time to kill the psi disruptor he won't care. Same for PvT.

you get way more tanks and vessels with 3gas... and templars/arbiters as well. gas is not irrelevant.
Chaos
Profile Joined July 2009
United States772 Posts
November 15 2009 11:45 GMT
#36
On November 15 2009 05:02 Dark_Luster wrote:
mutas are gonna rape this map hard


That's what it looks like to me as well. Mutas can switch from the nat to the third pretty much instantly. It doesn't look like there is a lot of room to build turrets but it's hard to tell without playing on it I guess.
FruitMarket
KrAzYfoOL
Profile Blog Joined September 2005
Australia3037 Posts
November 15 2009 12:20 GMT
#37
ugh
It's better to burn out than to fade away
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
November 15 2009 12:23 GMT
#38
Looks like spawning counter-clockwise from your opponent will easify drops in your main and stuff, and mutas/wraiths look very powerful. Anyone want to play a few games on this map?
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
November 17 2009 00:54 GMT
#39
bump

a few suggested changes i may have after playing some games:
- add turret space at nat
- change positioning of 2nd gas expo to prevent muta rape
POGGERS
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
November 17 2009 01:13 GMT
#40
kona, love this. Two changes look like a good idea, and I love that there are four island expos in addition to the three gases you can defend at just one choke - I can envision some simply outstanding sair/reaver games on this map. Possibly too outstanding? Toss can get 5 gases and none of them will really be threatened before dark swarm comes out if he nails them down tight and keeps up the speed shuttle aggression. All I know is that as a crappy protoss, I want to play some zergs on this map.

It looks like it would be pretty awesome for terran, too, if you add the muta defense changes. That much gas income means you can just be bursting at the seams with tanks, dropships, and goliaths, which is an awesome unit combination for any matchup - and mech definitely looks like the way to go here in TvZ, simply because the map's so wide open. If you go medic/marine on that much gas, you'd better have a hell of a vessel cloud...because zerg has that much gas too.

Speaking of zerg, am I wrong or is this a wet dream? One sunken line to defend three gas, which you can have reasonably quickly, and then two more gases that can be held with maybe six scourge apiece and a sunken or two for emergencies. Of course, in ZvP that goes up to about SIXTY scourge against sair/reaver, and if terran starts escorting his dropships with wraiths (and why not, with that much gas) the same thing might happen in ZvT. At least on the surface, all three races will get to macro pretty damn safely here - which is awesome for those of us who like seeing epic, epic lategame battles, which I think is all of us. Sair/reaver into reaver/goon/templar/carrier PvZ please.
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