On May 13 2010 00:00 EsX_Raptor wrote:
Where is lastshadow?
Where is lastshadow?
too gosu ^^
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GHOSTCLAW
United States17042 Posts
On May 13 2010 00:00 EsX_Raptor wrote: Where is lastshadow? too gosu ^^ | ||
Excel Excel
142 Posts
Deadline is now May 16, 2010, 11:59:59 EDT. It will be next Monday as of the time of this post. So far we've gotten some really good entries. P4E's entry is extremely amusing although I wonder if a 12hatch can escape the sunken rush in time. | ||
Impervious
Canada4175 Posts
![]() I don't need a beta key, but thought I'd throw this in there. Mains have 9 mineral patches, "natural" has 8, 2nd expansion has 7, high ground expansion has 8. It's not very pretty at the moment, but I'm no good with decorating, so, yea..... EDIT - Tested it. From 1 entrance of the main to the other is 50 seconds. It takes about 8 seconds to get from the spawn location to the entrance, making it a total of 66 seconds from spawn location to spawn location. Note that this is real time, not game time..... | ||
jpak
United States5045 Posts
On May 14 2010 04:38 Impervious wrote: BattleForAiurGround+ Show Spoiler + ![]() I don't need a beta key, but thought I'd throw this in there. Mains have 9 mineral patches, "natural" has 8, 2nd expansion has 7, high ground expansion has 8. It's not very pretty at the moment, but I'm no good with decorating, so, yea..... All I know is: mutas and guardians will have a field day here. TvZ is going to be an absolute nightmare for terran. | ||
Kuzmorgo
Hungary1058 Posts
On May 14 2010 04:45 jpak wrote: Show nested quote + On May 14 2010 04:38 Impervious wrote: BattleForAiurGround+ Show Spoiler + ![]() I don't need a beta key, but thought I'd throw this in there. Mains have 9 mineral patches, "natural" has 8, 2nd expansion has 7, high ground expansion has 8. It's not very pretty at the moment, but I'm no good with decorating, so, yea..... All I know is: mutas and guardians will have a field day here. TvZ is going to be an absolute nightmare for terran. but the high ground above the mains can be reached from the opponents base only, and ground travel distance is huge. so terran can 8rax bunker behind zergs main mineral line and gg ![]() are you sure btw this map is matching the standards? I mean the 3 building wallin, and the 60 sec travel time. | ||
Impervious
Canada4175 Posts
And it's 96*96, so it's pretty small, the long distance between bases is actually smaller than it may appear, by ground. On, and there are creep colonies generating creep on the ledges..... | ||
Excel Excel
142 Posts
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EsX_Raptor
United States2801 Posts
Fixed version ahead ![]() Thanks bITt.mAN! | ||
bITt.mAN
Switzerland3689 Posts
On May 16 2010 04:15 EsX_Raptor wrote: (2)Gusano + Show Spoiler + ![]() Download: click here Analysis: - Protoss will suffer bwahaha! While I applaud your inspiration, this map needs to be more imbalanced. Mainly, there need to be more places where you can abuse your high-ground advantage as Terran: That dead-end passage-way near the min-blocked third, make that high-ground. Also make that third cliffable by enlarging the high falt-blob behind it. The raised 4th bases with the vertical mineral formations, make sure that zealots CANNOT run behind there when you tank drop (and seeing how bad that mineral field is laid out, you won't be able to jump a probe to make cannons either : ] ) Finally, the top right and bottom left corners are painful; dont waste the space, make island expos blocked by a neutral sunken colony, but with just enough room on the island that you can land a barracks there.... THEN, Protoss will suffer | ||
EsX_Raptor
United States2801 Posts
![]() Download: click here Analysis: - Enhanced Protoss suffering! edit: wrong map | ||
sTYleZerG-eX
Mexico473 Posts
![]() This is it: ![]() Its not finished oc, long way 2 go 2 get final version going still, but It gives u a good idea of whats going on. Map has no name either, yet... | ||
Biff The Understudy
France7811 Posts
On May 09 2010 17:03 razorsuKe wrote: Show nested quote + On May 09 2010 16:02 doubleupgradeobbies! wrote: why not just make a 2 player maps with main mineral lines back to back but long walk path between bases. That way terran will win as soon as they get a marine and put it in their min line shooting at yoru workers. Edit: or protoss canon rush their own min line, not sure which tactic would win head to head (one would think canons), but either way that tactic will consistently win :D way ahead of you ![]() ![]() This map conforms to all the guidelines ie: - Travel distance from any given opposite side is exactly 60 seconds - 3 Base layout - Islands have 8 mineral chunk - Terrans can wall Imbalances: - Obvious tank favor, including huge middle high wall imba where you can pretty much control all the main base's income - Positional imbalance, depending where you and your opponent spawn, you could either get a more favorable 3rd/4th with either min/gas or double gas/no min - Narrow passages every which way you go - Totally fucks protoss over in tvp and zvp - Close positions make it easy for overlord to scout race/position early on Download: http://www.panschk.de/mappage/maplist.php?wauthor=razorsuKe I loled so hard. Worst map in history of BW. Hope you get your key. | ||
Sublimis
Sweden70 Posts
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sTYleZerG-eX
Mexico473 Posts
Here is the map: ![]() And this is the link 4 the dl: http://www.panschk.de/mappage/comments.php?mapid=4106 About the map: - Its not the standard type of symmetry, its all done by hand. - The temples are not stacked. - The min blocks are 32 - Each of the mains gas is 4000, instead of the standard 5000. - There are 11 min patches per main. - So its almost like u have a main and nat right off the bat. Not done yet oc, I still need some feed back. | ||
Excel Excel
142 Posts
JUDGING OF MAPS HAS BEGUN. The deadline for submitting maps is midnight EDT of today. Go make some last-minute entries if you want ![]() | ||
SpiderWaffle
United States125 Posts
![]() DL link: baccon bits 1.20 unbalanced This was one of the first maps I tried make, It was play tested and found to be really P/T favored. So I went and made it even more P/T favored. P against Z can block the ramp with 1 gateway. P can also cannon rush the main from the 3rd, you see through the doodads but nothing can move through them. T can easily walk over and seige the natural from high ground and the AI will get messed up trying to attack the seige tanks through the blocked off mineral path. Zerg can't take their nat so early because there's a mineral patch in the way that needs to be mined out. Terran can also float CCs into the middle bases which aren't islands but are blocked off by minerals and 12 el'nogia temples. | ||
sTYleZerG-eX
Mexico473 Posts
Alot has change as u can probably see by comparing with the old image above Because I got a hell of an update 4 u : ![]() Its not 100% done yet, I still have 2 finish minor little things and details on the map, have 2 add some doodads, test all the neutrals, and test the map. So 1 or 2 updates are still 2 come. What u think? ^^ | ||
Superiorwolf
United States5509 Posts
![]() Waiting to Panic by Psychotemplar me and him played this a lot - it really can actually be quite balanced if people change their strategies, but if played standardly this map would be terribly imbalanced. This is a really fun map to play ![]() | ||
SpiderWaffle
United States125 Posts
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bITt.mAN
Switzerland3689 Posts
It's always fun remembering a funny thread, digging, searching through to find it, and when you do, you happen upon none other than your previous self. Well, this thread is awesome. I know BW interest peaked right before Beta (Superoirwolf wasn't a progamer back then...), with people flooding in to try and get in the know before SC2 really showed. Now that attention is showered elsewhere, BW-cheek and silly maps are scarce. REVIVAL PLEASE, FOR JUSTICE and lulzy maps. If people want, I'll be glad to play some of these, particularly (2)Gusano v.2. Also, what if we played mirror matchups?? | ||
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