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[Map] Rosario - Page 2

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-11-30 05:57:58
November 30 2009 05:57 GMT
#21
On November 30 2009 14:56 Nevuk wrote:
Watching those replays, it will be impossible to ever break a meching terran who sits in their base and turtles up to 200/200 , even if the zerg is significantly better. This type of map has worked on ones like say, Colloseum, however, the difference is Colloseum only allows for 3 bases with 3 gas, while this map allows for easy access to 4 bases, and an additional 1/4 gas, which is just enough to allow for sparse use of Vessels, or more plentifully, Valkyries.

I'm not actually sure if the Zerg would have the resources to win even if they took every other base on the map, short of very successful doom drops.


It wasn't truly tested so it's hard to say for sure, but for now, yes that's the case.

Also, updated to 1.3. Bottom geyser is now 500 instead of depleted.
POGGERS
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
Last Edited: 2009-11-30 06:12:35
November 30 2009 06:12 GMT
#22
On November 30 2009 14:19 konadora wrote:
Show nested quote +
On November 30 2009 14:15 iNfeRnaL wrote:
interesting idea, however taking a glance at it the naturals look really really hard to defend as protoss - how do you wanna forge gate/wall there? if so at the very entrance, which is bad cause those cans won't help vs muta/lurker drop at all ~~


i tried forge fe, there isn't trouble with the positions, although there may be some lack of space.

You missunderstood me I think.
Sure you can forge gate fe but its still like space of one gate left... which means about ~6-7 probes needed in order to block this vs a ling runby => hello 9 pool speed, need 3 cans before nex + half of your eco blocking that choke = ROFL.
Also the chokepoint is too far away of the actual nexus position which would - as I already stated - require about ~5-6 cannons to be save vs mutalisks cause those two at the choke are miles away to even cover cannons at your nexus (which choke cannons usually do)
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
November 30 2009 06:13 GMT
#23
On November 30 2009 15:12 iNfeRnaL wrote:
Show nested quote +
On November 30 2009 14:19 konadora wrote:
On November 30 2009 14:15 iNfeRnaL wrote:
interesting idea, however taking a glance at it the naturals look really really hard to defend as protoss - how do you wanna forge gate/wall there? if so at the very entrance, which is bad cause those cans won't help vs muta/lurker drop at all ~~


i tried forge fe, there isn't trouble with the positions, although there may be some lack of space.

You missunderstood me I think.
Sure you can forge gate fe but its still like space of one gate left... which means about ~6-7 probes needed in order to block this vs a ling runby => hello 9 pool speed, need 3 cans before nex + half of your eco blocking that choke = ROFL.
Also the chokepoint is too far away of the actual nexus position which would - as I already stated - require about ~5-6 cannons to be save vs mutalisks cause those two at the choke are miles away to even cover cannons at your nexus (which choke cannons usually do)

OH.

Actually, the nats are all wallable with 2 depot 1 rax, so even if you go forge fe with gate wall, there should only be 1 forge space.
POGGERS
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
Last Edited: 2009-11-30 06:27:50
November 30 2009 06:23 GMT
#24
Yep I just tested around a bit in MapEdit - theres huge position imbas. bottom right wallin is NOT tight no matter how you place it, some positions need atleast 5 probes (to have them in ONE row to defend vs ling -> 1 probe is sniped very fast and then the rest runs past - means you need 2 extra probe)
Least amount of probes needed to block on a certain position was 4... guess what that means.
Only at one position the wall in cannons would back up nexus anti muta cannons.
Got MSN or so? I saved the placement I did if you want it.

edit: anyway send me a PM if so, gonna go to sleep now so prolly will need a "while" to respond.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
November 30 2009 06:40 GMT
#25
btm right wall is not tight as with toss or terran?

With Toss, you can do a forge/gate FE, leaving only 2 grids (which is standard), as well as being able to place cannons that can cover ur mineral line and your wall

[image loading]
POGGERS
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
Last Edited: 2009-11-30 12:36:55
November 30 2009 08:47 GMT
#26
The map looks really good and professional. You have some mad skills, yo.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
November 30 2009 10:01 GMT
#27
On November 30 2009 17:47 Holgerius wrote:
The maps looks really good and professional. You have some mad skills, yo.

Ya, it looks really well done. Tankable gas at nat and unflankable pushes has me concerned, but I would have to play the map before saying its imbalanced.
boongee
Profile Joined November 2004
United States967 Posts
November 30 2009 11:05 GMT
#28
Make it so that there are only 4 minerals in the center, but each one is 50 minerals stacked on top of each other, FPME-style.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
November 30 2009 11:26 GMT
#29
I was inspired by the PVT rep and after playing around a bit with my D+ friend on LAN i found that 3 base carrier PVT is VERY strong on this map if you manage to protect your island bases from being tanked. Do you plan on increasing the size of the islands so that the bases can no longer be killed?
U Gotta Skate.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
November 30 2009 11:36 GMT
#30
On November 30 2009 20:26 ghermination wrote:
I was inspired by the PVT rep and after playing around a bit with my D+ friend on LAN i found that 3 base carrier PVT is VERY strong on this map if you manage to protect your island bases from being tanked. Do you plan on increasing the size of the islands so that the bases can no longer be killed?

I am thinking of making the nat untankable from the islands, and islands untankable from main land
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-12-01 13:01:10
December 01 2009 12:37 GMT
#31
bump

currently making the islands further so that nat's gas can't be tanked
POGGERS
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2009-12-01 19:45:35
December 01 2009 19:42 GMT
#32
On November 30 2009 15:12 iNfeRnaL wrote:
Show nested quote +
On November 30 2009 14:19 konadora wrote:
On November 30 2009 14:15 iNfeRnaL wrote:
interesting idea, however taking a glance at it the naturals look really really hard to defend as protoss - how do you wanna forge gate/wall there? if so at the very entrance, which is bad cause those cans won't help vs muta/lurker drop at all ~~


i tried forge fe, there isn't trouble with the positions, although there may be some lack of space.

You missunderstood me I think.
Sure you can forge gate fe but its still like space of one gate left... which means about ~6-7 probes needed in order to block this vs a ling runby => hello 9 pool speed, need 3 cans before nex + half of your eco blocking that choke = ROFL.
Also the chokepoint is too far away of the actual nexus position which would - as I already stated - require about ~5-6 cannons to be save vs mutalisks cause those two at the choke are miles away to even cover cannons at your nexus (which choke cannons usually do)

Why not at the ramp, like Desti?


I think there's too many expo's all clustered at one point. Why would Terran ever move out from his natural until after he had 4 base (3gas plus one crappy gas)?
LEGEND!! LEGEND!!
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
December 02 2009 01:37 GMT
#33
Made some changes, hoping resolving some imbalance issues.

Huge change will be of course, nat's gas being untankable from island expo now.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-12-02 03:45:48
December 02 2009 03:45 GMT
#34
Hmm I found a bug with the 'unbuildable' jungle terrains, they're all high ground, meh.

I'll fix that later, uploading an obs version atm.

Also added a ZvT replay.
POGGERS
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