
I hope Brood War stays with us forever <3
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duct_TAPE
492 Posts
![]() I hope Brood War stays with us forever <3 | ||
Ribbon
United States5278 Posts
On February 21 2012 15:34 -NegativeZero- wrote: Also, I don't know whether to narrow the ramp by the natural or the 3rd (I don't want to do both, as I'd like to keep more than one viable attack path open). I feel like that goes against the original design of the map. The idea is that the really short paths are awkward to get large armies through, and the good attack paths are longer, so you have to spit your army a bit to take advantage of all the flanking opportunities instead of 1Aing your army. BW doesn't have 1a problem for this map to try and fix, but I still think making too many attack paths too good hurts the map's identity a bit. Those paths are awkward on purpose. | ||
MavercK
Australia2181 Posts
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Azera
3800 Posts
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nucLeaRTV
Romania822 Posts
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Scarecrow
Korea (South)9172 Posts
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TemujinGK
United States483 Posts
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inFeZa
Australia556 Posts
Nevertheless it looks like an amazing port, infact looks like a BW to SC2 Port. TANKS EVERYWHERE D: | ||
Dakkas
2550 Posts
On February 21 2012 20:49 TemujinGK wrote: I'm excited to give this a shot! Is there a reason that the main is not on a higher ground than the natural? I liked that feature about cloud kingdom sc2 ? BW engine only has two levels of build-able terrain | ||
GeorgeForeman
United States1746 Posts
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Skeggaba
Korea (South)1556 Posts
I think this could play out really nicely. The two problems (already pointed out) is that there are almost no spots for overlords to hover at, its tau cross-ish in that regard so would probably be fine. Also for a Zerg third i think you are better off taking 3/9 with 3 lurkers to guard the reversed ramp there. If you can secure that spot i would make it very hard for T to go all the way around, and would open up some nice backstab opportunities/ opportunity to muta kill the troops from the high ground there to buy time to rearrange lurkers. Submit to kespa!! | ||
sabas123
Netherlands3122 Posts
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Hesmyrr
Canada5776 Posts
![]() Seriously, splendid work! | ||
ne4aJIb
Russian Federation3209 Posts
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a7choi
United States1664 Posts
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Sinedd
Poland7052 Posts
On February 21 2012 21:37 Dakkas wrote: Show nested quote + On February 21 2012 20:49 TemujinGK wrote: I'm excited to give this a shot! Is there a reason that the main is not on a higher ground than the natural? I liked that feature about cloud kingdom sc2 ? BW engine only has two levels of build-able terrain I think its 3 in fact ![]() lower, standard and high ground | ||
StarBrift
Sweden1761 Posts
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Duka08
3391 Posts
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Megaliskuu
United States5123 Posts
On February 22 2012 02:04 Duka08 wrote: This map looks so much better in BW. I agree somewhat with the difficult third theories. But seriously, with a bit of tweaking it looks like a great map. Something about BW and the liberties you had to take to make it work make it look great. Maps in BW just feel like thay have more space, I played a couple of games on CK on sc2, and in ZvP when we both had max armies it just felt cramped, although it is very good for flanks. | ||
Kimaker
United States2131 Posts
On February 21 2012 18:36 moopie wrote: Show nested quote + On February 21 2012 16:06 Kimaker wrote: If you do make the 3rd a mineral only, but want to compensate for the "harder" to get gas, you could make the corner bases double gas? O_o? maybe? Won't 3 / 9 be harder to hold than the corner expos? I wasn't saying specifically the corner expo's, just adding a double gas SOMEWHERE would help to make up for he gas deficiency. That being said, I'm not sure that bases that hard to hold would be viable given modern modes of play. Corners are still pretty far from the natural and would require you to be really spaced out. | ||
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