![[image loading]](http://www.geocities.com/nationofachilles/Verisimilitude1.jpg)
Tell me if you see unbalance isues, unatural looking things etc. Also If you want to see my last 5 or so maps click HERE.http://www.geocities.com/opnations/
Thx
Forum Index > BW General |
20Nation
United States258 Posts
![]() Tell me if you see unbalance isues, unatural looking things etc. Also If you want to see my last 5 or so maps click HERE.http://www.geocities.com/opnations/ Thx | ||
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ToKoreaWithLove
Norway10161 Posts
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Passion
Netherlands1486 Posts
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20Nation
United States258 Posts
On July 29 2005 05:35 ToKoreaWithLove wrote: I like it but it looks really hard for T when facing P and P when facing z. Explain why? Plz ^^ I think you mean flanking room etc., but compared to most maps there is about that much flanking room, and the terran can almost sit and take 2 expos. | ||
HaiVan
Bulgaria1698 Posts
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Ghin
United States2391 Posts
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Empyrean
16950 Posts
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enkera~
Venezuela725 Posts
On July 29 2005 07:32 Empyrean wrote: I doubt Boxer will be able to say "vahr-i-sim-il-i-tood". I could image some of the announcers trying to pronouce that. The female one comes to mind XD Is coming to mind...is comng.....!!!! LOL | ||
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Smurg
Australia3818 Posts
Ver-Iss-Emm-ill-e-tude or something. | ||
decafchicken
United States19930 Posts
![]() 5 gas hive tech fighting~Defiler/ultraling/guardians all at once ![]() | ||
neSix
United States1772 Posts
Ok, firstly I would suggest moving the minerals circled in red where I've there arrow I've drawn points to. I think that prevents a player from setting up a defense where the light green line is, and securing too bases. Sounds like too much trouble for a Zerg to stop, when a Protoss can get that kind of power, or too much trouble for a Protoss to stop when a Terran gets that kind of power early. Secondly, I would recommend putting a larger amount of unbuildable terran where the pink lines are, to help negate the strength of Terran pushes in PvT. The flanking room looks relateively decent, but you have to figure that since tanks can reach across the 'platforms' in the middle the long way, the flanking room isn't P E R F E C T, but certainly a lot more fair than most maps. This is probably the change I'm most lenient toward forgetting, because it's really not terribly important. The small area's at 3:00 and 9:00 circled in white are areas where I am concerned that a terran can drop a siege tank and hit the expansion nearby. That might need to be changed considering you could probably drop 2 tanks, and nothing else would fit - similar to the dilemma on Luna a while back. [edit]the white circle on the right is in the wrong spot, it's a little bit lower than it should be... but i suppose it would be unfair if they could hit the island from there too, so just be careful of that.[/edit] And finally, I agree with whoever it was that suggested that you take out that expansion just below the island. I think taht is what makes the map the most-fair, and probably the most fun. I really, really like the look of it though... Great Work ~ | ||
20Nation
United States258 Posts
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BloodOfAChamp
United States266 Posts
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IntoTheWow
is awesome32269 Posts
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useLess
United States4781 Posts
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