[Map] Efreet - Page 2
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ChaoSbringer
Australia1382 Posts
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Julmust
Sweden4867 Posts
Black line: remove ramp, aka. highground only Grey circle: Make terrain unsiegable White circle with black line: move position of base since this is a mirror map I just changed one side of the map Option 1: + Show Spoiler + ![]() Option 2: + Show Spoiler + ![]() I feel this should balance out ZvT since zerg now has a EASIER 3rd gas but still have two (rather large) chokes to defend, and with option 1 you can siege tanks and make it even harder (but still not impossible) to defend. | ||
FortuneSyn
1826 Posts
The lack of open area makes it hard for zerg to go hydra lurk in ZvP. Storm just rapes in all those small chokes. | ||
Whiplash
United States2928 Posts
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Alur
Denmark3900 Posts
On January 27 2010 12:32 Grobyc wrote: Actually Terran can wall with 1 barracks 2 rax at the natural and main currently. You'd be surprised from the screenshots, but I just tested it lol edit: oh you ninja edited me =] 3 barracks to wall? Sounds like a wide choke to me! | ||
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Pholon
Netherlands6142 Posts
edit: we can't play this map. We can both play vs cpu fine but when we join it together we both drop. Tried with a 3rd person too and same problem. Get it fixed newbie ![]() | ||
yarkO
Canada810 Posts
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Alethios
New Zealand2765 Posts
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Grobyc
Canada18410 Posts
On January 27 2010 23:46 Pholon wrote: Julmust Bo7 let's go edit: we can't play this map. We can both play vs cpu fine but when we join it together we both drop. Tried with a 3rd person too and same problem. Get it fixed newbie ![]() Hmm... I'm not sure why that is :S I'll take a look. EDIT: When I open it up with the regular SC editor it says I have one misplaced unit, so I might have accidentally added something that bugged it like that. I'll be reuploading it shortly. | ||
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RaGe
Belgium9947 Posts
long distance from main to nat and not so easy to defend natural choke | ||
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Zelniq
United States7166 Posts
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Grobyc
Canada18410 Posts
Efreet 1.1 ![]() Changes: - Purple circle: 2 power generators(destructible) added to help narrow the naturals choke(also extended the cliff a bit that makes up the other side of the naturals choke - Blue circle: Narrowed the terrain some more here for help defending your 3rd gas - Green circle: 3 Temples(destructible) added to narrow the large ramp. Helps defend the 3rd more easily as well. - Yellow circle: Edited terrain where Julmust suggested. - White & red circle: Expo at white circle was moved to where the red one is. - Black circle: Shortened the ramp here like Julmust suggested. Of course I changed the same things for the other side, it would just be pointless to point everything out twice. Efreet 1.1 Melee download | ||
seRapH
United States9756 Posts
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Julmust
Sweden4867 Posts
anyway this does feel pretty balanced ZvT, zerg has some hard choises to make but that's the challange! edit: really like the idea with the temples btw! that could be a big fight. zerg wants to keep them alive for the narrow choke and if terran gets it he's in a world of pain! overall: loved it! | ||
Grobyc
Canada18410 Posts
![]() I've only played against computers so far. I'd love to try it out with others sometime today if anyone is willing | ||
Julmust
Sweden4867 Posts
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Shikyo
Finland33997 Posts
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konadora
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Singapore66155 Posts
Also, if you want to tighten the natural's choke with the Power Generators, you should try out all the different walls (depot walls, rax walls, forge/gate walls) because sometimes, lings can pass through the gap between a building and the power generator (iirc, rax on the left and generator on the right isn't ling-proof). To fix that, you have to use unpassable doodads that will fill the gap. (Look at Katrina for one example) Edit: Also, might wanna make the nat's cliff un-siegeable. Terrans already have it good here :p | ||
Salteador Neo
Andorra5591 Posts
Very agreed with kona's last oppinion tho xD | ||
DreaM)XeRO
Korea (South)4667 Posts
-____- eh. the tileset kinda turns me off but the map looks balanced O__O however since the distances between the mains are so long I think most games on this map are going to turn into a 3-4 base 200/200 dukefest | ||
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