OGN New Map <815> (detailed information inside) - Page 5
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lIlIlIlIlIlI
Korea (South)3851 Posts
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red.venom
United States4651 Posts
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GTR
51712 Posts
and i've relised going carrier rush is good ![]() | ||
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rel
Guam3521 Posts
EDIT: Didn't see the update | ||
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enkera~
Venezuela725 Posts
On July 13 2005 21:28 Cambium wrote: ]You can spidermine vultures up the ramp and it will get stuck You mean, that when, the mine detects an enemy unit, It won't move ? | ||
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OctoPuSs
Canada5279 Posts
On July 14 2005 00:08 hatedbymany wrote: How did you play on it, where can we get it? The link is the first post of this thread. | ||
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Purind
Canada3562 Posts
On July 13 2005 20:57 wahnsinn wrote: protoss will build gates outside of their base and put zealots on the zerg ramp, therefore securing victory. terran will lay mines on the ramp and have a tank push on the outside and turret whore, causing protoss to well.. lose. one zeal at a time. terran will block ramp with 1 scv and 1 marine easily, fast pool builds zvt are obsolete. terran turtling will become 20x easier. I predict many TvT's on this map. For the terran laying mines on ramp thing, I don't understand, how will toss lose 1 zeal at a time? I don't see this as any different than another semi-island, I mean, it's not like the toss is FORCED to go up the ramp just cuz it's there (sorta like how toss doesn't go up a defended ramp on a land map??). I also don't see how terran turtling will be any easier than any other semi-island map. The middle does seem to be a bit narrow, so it might end up being a T map anyway. Well, it's all speculation at this point. Noone really knows what they're talking about until we've played and seen many games on this map. | ||
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Cambium
United States16368 Posts
On July 14 2005 00:17 enkera~ wrote: You mean, that when, the mine detects an enemy unit, It won't move ? When you have vultures tightly packed together beneath the ramp, if you lay mines, some vultures will try to move up the ramp, only to find themselves stuck in the middle. | ||
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