close the bottom gap imo. you can't let people abuse that.
Let's play on this broski!
Also, I have sc maps on graph paper that I'd like someone to make. wondering if you'd make them for me ^.^
Forum Index > BW General |
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FlaShFTW
United States10017 Posts
close the bottom gap imo. you can't let people abuse that. Let's play on this broski! Also, I have sc maps on graph paper that I'd like someone to make. wondering if you'd make them for me ^.^ | ||
zobz
Canada2175 Posts
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greenelve
Germany1392 Posts
and it looks really good, impressive simple oO | ||
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ArvickHero
10387 Posts
![]() On February 03 2012 06:23 moopie wrote: I like the way this map looks. Could definitely lead to some interesting 3v3s. My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top). Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s | ||
Mortality
United States4790 Posts
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sluggaslamoo
Australia4494 Posts
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Jukado
805 Posts
I have sc maps on graph paper that I'd like someone to make. Ill have a ganders, send them on. @zobz might be very different from 3v3 on Hunters One key difference is the fixed spawns, meaning a fair game every time in that regard. @greenelve cross position version too or would it ruin the map for 6 players? Nah, nothing wrong with cross positions for 6 player games, as long a its mirrored ofcourse. Going to host some games now for a while. | ||
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FlaShFTW
United States10017 Posts
On February 04 2012 04:34 CardinalAllin wrote: @FlashFTW Ill have a ganders, send them on. Yes SIR! I'll try to get on and play some. I like Redheart Ridge better imo. more balanced and no short ass rush distance. | ||
moopie
12605 Posts
On February 03 2012 20:36 ArvickHero wrote: this was fun to play on! ![]() Show nested quote + On February 03 2012 06:23 moopie wrote: I like the way this map looks. Could definitely lead to some interesting 3v3s. My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top). Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s I meant for the bottom 2 spawns, with the gap existing like this it leaves a ground path that is too short. It also makes the mains very hard to secure early on. If that bottom gap was closed it would lead to more stable games imo (this is just my impression of it based on the image). | ||
bITt.mAN
Switzerland3689 Posts
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2Pacalypse-
Croatia9474 Posts
On February 04 2012 04:42 moopie wrote: Show nested quote + On February 03 2012 20:36 ArvickHero wrote: this was fun to play on! ![]() On February 03 2012 06:23 moopie wrote: I like the way this map looks. Could definitely lead to some interesting 3v3s. My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top). Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s I meant for the bottom 2 spawns, with the gap existing like this it leaves a ground path that is too short. It also makes the mains very hard to secure early on. If that bottom gap was closed it would lead to more stable games imo (this is just my impression of it based on the image). That distance is even shorter than some spots on Hunters map. I think this map would have very similar playstyle to Hunters in early game (meaning early aggression and nonstop micro) and if it goes to mid/late game, upper half of the map is much more opened than Hunters so it could get pretty interesting. Anyone here a Hunters player on fairly decent level that would want to play on this map sometimes? | ||
bITt.mAN
Switzerland3689 Posts
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2Pacalypse-
Croatia9474 Posts
I'll idle in op Teamliquid channel on ICCup until we get 4 or 6 people. | ||
aokces
United States309 Posts
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2Pacalypse-
Croatia9474 Posts
On February 04 2012 07:42 aokces wrote: Destructible buildings at the bottom gap would be solve early game problems. Also, like someone said earlier, the linear mineral arrangement looks pretty bad. Should be staggered or have gaps to look more natural. Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played. We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.- But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^ | ||
aokces
United States309 Posts
On February 04 2012 08:38 2Pacalypse- wrote: Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played. We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.- But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^ There never were any destructible buildings in SCII, only in Brood War (Medusa, Arkanoid, etc.). You're thinking of rocks :D And wow, that mineral problem is pretty funny. Having some of the minerals be north/south of the starting position would be better. | ||
Archas
United States6531 Posts
On February 04 2012 08:52 aokces wrote: Show nested quote + On February 04 2012 08:38 2Pacalypse- wrote: Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played. We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.- But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^ There never were any destructible buildings in SCII, only in Brood War (Medusa, Arkanoid, etc.). You're thinking of rocks :D I'm pretty sure he knows that; his point was that destructible anything isn't needed to solve a falsely perceived issue with the map, since that's just how the map works. | ||
rOse_PedaL
Korea (South)450 Posts
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FlaShFTW
United States10017 Posts
a 6/7 pool will defend against a 4 pool intime. idiots need to learn that 2 pylons =/= ling tight ^.^ late game becomes seriously fun my 9 pool -> double expand (stolen from the Chill vs CombaT-EX Grudge Match thanks Chill ^.^) is really good. expanding may become a problem if constant hunters-like pressure. EDIT: Workers keep going to other mineral patches north/south | ||
Toasterbaked
United States160 Posts
What happened to blueprint basin? It was a freaking awesome map ![]() Still can't wait to try this one out though. Gogo cardinal and cya on iccup :D | ||
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