OGN New Map <815> (detailed information inside) - Page 2
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MannerKiss
United States2398 Posts
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boongee
United States967 Posts
On July 12 2005 22:38 BinaryStar wrote: Well they are a TV network before they are a tournament host. Yeah. If it's not entertaining to the fans, then they're not making money. | ||
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Cambium
United States16368 Posts
On July 12 2005 22:31 camooT wrote: that's ridiculous. if players are switching races because of the severe disadvantage their race has (didn't yellow use protoss on paradoxx once?), there is a problem. especially with WCG map statistics favoring terran so extremely (80% for estrella -- , how can you possible choose style over substance in a case like this? i really doubt that this map has been tested to the extent that it needs to be for proper balance, or even an understanding by the mappers of its gameflow (which appears like it would favor terran once out of the early game), and they just throw it on to a big league and see what happens :|. if i'm wrong though, feel free to tell me why.a) They need to open up new ideas first, then work on the balance. b) Fan support = TV rating ++ = money = important | ||
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SA-kcabsiozteh
United States396 Posts
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Stat.Quo
Canada540 Posts
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useLess
United States4781 Posts
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jacen
Austria3644 Posts
On July 12 2005 21:13 Cambium wrote: when reading the description i had a TOTALLY different map in mind. ill try to make it ... lets see what you guys say it. | ||
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tfeign
United States2980 Posts
it’s elevated starting locations are connected to the middle section via very narrow pathways. For Terran, only SCVs and bionics can march through; Protoss, Probes and Zealots; Zerg, Drone, Zergling and Hydralisks. Thus, it will turn into an island warfare during the mid- or late-games Am I the only person here who don't see anything like this on the map? Where exactly is the narrow pathways connected to the starting locations? I see absolutely no pathways connected to the starting locations. The starting locations have ramps. Your descriptions of the map doesn't seem to match with the actual map itself. This looks just like a land map with island expansions like LT. | ||
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smurfingchobo
833 Posts
![]() Edit: Now that I look at it closely, there is some sort of brown doodad ( refer to above if it isn't called a doodad ) blocking half of the ramp. Or is it just me ? | ||
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rel
Guam3521 Posts
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Asta
Germany3491 Posts
btw this map will make the life of pros so much harder because everything is changed on that map! it will be almost impossible to attack through those chokes for z (lings/hyds one by one) and for example pvt will always be started with an fe (although min only). i think it's more an island map than a land map but it offers the possibility to expand very fast while also having to defend the nat from the beginning on. very similar to the maps where your main was divided from the rest of the map by a mineral line btw. | ||
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jacen
Austria3644 Posts
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panschk[FP]
Germany148 Posts
Looks interesting. Having the scm file would be cool though;) | ||
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jacen
Austria3644 Posts
On July 13 2005 01:05 tfeign wrote:Am I the only person here who don't see anything like this on the map? Where exactly is the narrow pathways connected to the starting locations? I see absolutely no pathways connected to the starting locations. The starting locations have ramps. Your descriptions of the map doesn't seem to match with the actual map itself. This looks just like a land map with island expansions like LT. yeah that confused me too untill i looked at the ramps. they are narrow, so only small units can go through. when reading the description, i thought of something like this: ![]() you think its worth actually building this kinda map? On July 13 2005 01:41 panschk[FP] wrote: @jacen: get scmtojpg (google for it, or just search at gg.net) yeah, i remembered the name of it a few seconds after i posted ![]() | ||
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Fester
Australia260 Posts
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Destroyer
Czech Republic959 Posts
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Resonate
United Kingdom8402 Posts
should be loads of new strategies, much proxy-gating etc | ||
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jacen
Austria3644 Posts
On July 13 2005 02:13 Fester wrote: well pvt if p fasts expands he could be fucked because t could just float his 2 facts down and vulture his exp and if he builds his gates at his expad~ then 2 tank/vulture drop is just gonna own his main well you could lenghten the way from natural to natural a bit. that could give the toss enough time to cannon his expo. also, there are only 3 recource spots ... if the map is made properly you can expect at least 4 more spots. again: its just an idea brought to paper to see if someone can find a substancial flaw in it. | ||
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Yellow4ever
Greece177 Posts
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BeMannerDuPenner
Germany5638 Posts
so change few thinks and its great. this way its just another almost full island map. | ||
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, how can you possible choose style over substance in a case like this? i really doubt that this map has been tested to the extent that it needs to be for proper balance, or even an understanding by the mappers of its gameflow (which appears like it would favor terran once out of the early game), and they just throw it on to a big league and see what happens :|. if i'm wrong though, feel free to tell me why.
![[image loading]](http://members.chello.at/jacen.at/test.scm.jpg)
