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[Map] Fubuki - Page 3

Forum Index > BW General
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dekuschrub
Profile Joined May 2008
United States2069 Posts
November 17 2009 01:19 GMT
#41
this looks like a zvt disaster

zerg can sunk up like a bitch, get 3 gas fo free, and Mutas are freaking ridiculous here

also do you take the natural that doesnt have the hatchery first i wonder?
konadora *
Profile Blog Joined February 2009
Singapore66365 Posts
November 17 2009 02:28 GMT
#42
Made the changes, updated to 1.1

Comments plz!!
POGGERS
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
November 17 2009 03:49 GMT
#43
I haven't played on it, so I don't know for sure, but how much of an effect does the doodads in the middle have on movement of ground units? Is it significant? If it is, it would really help out T (funneling and slowing down enemy units while going for a mech build).

Also - there seems to be a lot of space to build in the middle, and a short distance from nat to nat. That would be really, really easy to slow-push as a T. It would be very difficult to beat it as Z.

Speedzealots would have a short distance to travel to get to Zerg's nat. Very short. That is a huge disadvantage, considering how powerful the 4-gate-2-archon timing attack is.

It's also a disadvantage for an early ling rush in ZvP, however, I dunno how to fix that one..... And I don't think it will be too bad, main-to-nat is pretty large.

I think upping the hatchery to a hive would be smart. No way to do a fast double-expand then as anyone but Z. And Z probably needs that on this map.

As a suggestion to make unbuildable ground in the middle of the map - I have an interesting proposition. This is just an idea I'm throwing out there. Take it as nothing more than that.

If you place a creep colony, then a Khaydarin Crystal ontop, then make another creep colony ontop of that, you get a section of creep that is difficult, if not impossible to destroy. It cannot be built on as T or P, but you can build on it as Z.

I've always tried to think of ways to include that in a map, and this is the only map that I've seen a decent reason for it, outside of island maps. It would allow Z to build some sunken colonies as a delay measure, but if you placed them well, as well as unbuildable terrain nearby, they could not be used for containment.

Overall, I like this map. I'll definitely try it out when I get a chance to.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Chaos
Profile Joined July 2009
United States772 Posts
November 17 2009 04:01 GMT
#44
Looks a lot better to me after the changes. I want to play on it ^^
FruitMarket
meeple
Profile Blog Joined April 2009
Canada10211 Posts
November 17 2009 04:02 GMT
#45
I like the changes, it takes away the huge muta advantage.

Is the middle buildable?

I don't agree that the short distance between the main and the enemies nat is too bad since its not actually ridiculously short and early pressure is something you have to deal with regardless. IMPERVIOUS's suggestion about a crystal on a creep colony is interesting, but I don't know how that will be hugely useful to have indestructible creep colony.

Drops and recalls will be key to this map. Short air distance and large main means players will have to keep on their toes, which I think is good, since it gives a viable method to break a really hardcore turtling player.

If I had to suggest changes, I would say that perhaps some high ground in the middle would encourage players to move out on the map and make for more dynamic games, but this bungalow style map is cool too.
konadora *
Profile Blog Joined February 2009
Singapore66365 Posts
November 17 2009 04:09 GMT
#46
Yes mid is buildable. I am considering making them unbuildable for Terran mech imbalance issue.
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 17 2009 19:34 GMT
#47
Name = Fuko Ibuki? Fubuki? If so, nice reference.

Terran can still roll both Protoss and Zerg with four freakin GAS bases. I would fix this by making the natural (The one at the front) a mineral only and reducing the amount of gas in the backdoor expo's gas.

Map looks pretty boring. Might want to spice things up a bit. Try something with the middle or making tankspots in places. Just stuff to make it more interesting to play and not a boring macrofest like Luna or something.
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
November 17 2009 19:38 GMT
#48
I immediately note that the left and right start positions have an insanely easy time defending the mineral patch in their main (especially when compared to the top and bottom start positions). The left and right spots have the advantage of their starting minerals flush against the edge of the screen.
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
404.Delirium
Profile Joined May 2008
United States1190 Posts
November 17 2009 19:51 GMT
#49
On November 18 2009 04:38 Day[9] wrote:
I immediately note that the left and right start positions have an insanely easy time defending the mineral patch in their main (especially when compared to the top and bottom start positions). The left and right spots have the advantage of their starting minerals flush against the edge of the screen.


Didn't seem to hurt Othello too badly, as far as I know.
seriously next disrespectful comment in this blog is ip ban. Be happy or get the hell out. // SC2 is like playing with neutral-colored Play-Doh while BW is like colorful Legos.
On_Slaught
Profile Joined August 2008
United States12190 Posts
November 17 2009 20:02 GMT
#50
Carriers and Mutas ftw here.
konadora *
Profile Blog Joined February 2009
Singapore66365 Posts
November 18 2009 01:29 GMT
#51
On November 18 2009 04:38 Day[9] wrote:
I immediately note that the left and right start positions have an insanely easy time defending the mineral patch in their main (especially when compared to the top and bottom start positions). The left and right spots have the advantage of their starting minerals flush against the edge of the screen.

maps like Tornado and Othello seem okay though.
POGGERS
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
November 18 2009 01:32 GMT
#52
On November 18 2009 10:29 konadora wrote:
Show nested quote +
On November 18 2009 04:38 Day[9] wrote:
I immediately note that the left and right start positions have an insanely easy time defending the mineral patch in their main (especially when compared to the top and bottom start positions). The left and right spots have the advantage of their starting minerals flush against the edge of the screen.

maps like Tornado and Othello seem okay though.

Which means that it isn't something to make or break your map, but it would still be a good thing to avoid Is there a way to just rotate the other two bases' resources so that they all have their minerals flush to the edge of the map, or would that fuck up gas mining?
ghermination
Profile Blog Joined April 2008
United States2851 Posts
November 18 2009 01:41 GMT
#53
I think the middle should be high-ground with routes around it, purely because that means fights for position in the middle will be more tactical.
U Gotta Skate.
konadora *
Profile Blog Joined February 2009
Singapore66365 Posts
November 19 2009 05:34 GMT
#54
On November 18 2009 10:32 CaptainPlatypus wrote:
Show nested quote +
On November 18 2009 10:29 konadora wrote:
On November 18 2009 04:38 Day[9] wrote:
I immediately note that the left and right start positions have an insanely easy time defending the mineral patch in their main (especially when compared to the top and bottom start positions). The left and right spots have the advantage of their starting minerals flush against the edge of the screen.

maps like Tornado and Othello seem okay though.

Which means that it isn't something to make or break your map, but it would still be a good thing to avoid Is there a way to just rotate the other two bases' resources so that they all have their minerals flush to the edge of the map, or would that fuck up gas mining?


Well it's possible.

On November 18 2009 10:41 ghermination wrote:
I think the middle should be high-ground with routes around it, purely because that means fights for position in the middle will be more tactical.


My original design was high ground center of map, but later on it just got bleh.
POGGERS
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