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New Map: Chameleon - Page 2

Forum Index > BW General
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Bill307
Profile Blog Joined October 2002
Canada9103 Posts
March 11 2006 07:58 GMT
#21
Starparty: the mineral and gas in your choke allow you to narrow it with buildings vs lings, particularly in pvz. lings can't pass between buildings and mins/gas.

boongee: you've never been able to land between the cliff and water of a jungle map . Only ash tileset has that problem. Ice not included because you can't even put water and cliff next to each other.
funkie
Profile Blog Joined November 2005
Venezuela9377 Posts
March 11 2006 08:05 GMT
#22
You know what could be cool?

Instead of those Mineral patches, you can add like super-small-segments of water, instead of Minerals..

Dunno that was just a "random-thought" =P
CJ Entusman #6! · Strength is the basis of athletic ability. -Rippetoe /* http://j.mp/TL-App <- TL iPhone App 2.0! */
Physician *
Profile Blog Joined January 2004
United States4146 Posts
Last Edited: 2006-03-11 14:33:09
March 11 2006 14:31 GMT
#23
Post it at BWMN!

One thing I see though - terran has 3 bases behind one choke. Nightmare scenario for protoss? Still even though it does not look very look pretty (yet) but I have a feeling this map is probably very fun to play!
"I have beheld the births of negative-suns and borne witness to the entropy of entire realities...."
SChasu
Profile Joined October 2003
United States1505 Posts
March 11 2006 15:25 GMT
#24
i like it. the islands are sweet. just make sure they arent too close to the main bases. you can shoot across the water to the islands with tanks more easily from certain sides :O.
totalbiscuit is awful at casting.
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
March 11 2006 23:33 GMT
#25
On March 11 2006 16:58 Bill307 wrote:
Starparty: the mineral and gas in your choke allow you to narrow it with buildings vs lings, particularly in pvz. lings can't pass between buildings and mins/gas.

boongee: you've never been able to land between the cliff and water of a jungle map . Only ash tileset has that problem. Ice not included because you can't even put water and cliff next to each other.


then i think its betetr to do it like i did on shangri-la with tile editing in the chokes. This mineral and gas method will likely just screw up the gasnode one day...
The artist formerly known as Starparty
tKd_
Profile Joined February 2005
United States2916 Posts
March 11 2006 23:44 GMT
#26
I really like it. I will be playing it. Doesn't seem incredibly bad for zerg.
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
March 12 2006 00:13 GMT
#27
Finally, the naturals with gas, make it worthwhile to spend 2 hatcheries to defend it, before it was just a waste of minerals.

But the 6 position is still the only one that can be defended with not so many troubles as zerg, and you still need two hatcheries to hold the nat
BlueLaguna on West, msg for game.
aseq
Profile Joined January 2003
Netherlands4025 Posts
March 12 2006 00:40 GMT
#28
On March 11 2006 16:58 Bill307 wrote:
Starparty: the mineral and gas in your choke allow you to narrow it with buildings vs lings, particularly in pvz. lings can't pass between buildings and mins/gas.

boongee: you've never been able to land between the cliff and water of a jungle map . Only ash tileset has that problem. Ice not included because you can't even put water and cliff next to each other.


You used to be able to put a tank between cliff and water on lt below the 9 position, but i presume that's because they just didn't get the terrain right?

Btw how many minerals do the small patches have? It <= 50 would be cool to see a z fast pool, and bring drones also to mine out one of those^^.
sataNik[pG]
Profile Joined July 2003
Greece724 Posts
March 19 2006 01:29 GMT
#29
its just perfect to stop theorycrafting and start real testing by replacing sattarchasm with it.
what i like about it is that each differnet set of positions play differently, resulting in high complexity--->many strategical options--->map longlivity. just perfect.
balance is not something that can be judged accurately before mass testing but personaly i see all matchups and all positions playable.
the most important thing that is so often ovelooked is crystal and gas mining balance for positions. I propose tests to be done with 1 worker/crystal and 3/gas for main bases and naturals.
I wish good luck to everyone who spawns at 7pos r-point,3pos rush-hour,2pos PA and Zergs 11pos r-point etc.
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
March 19 2006 02:12 GMT
#30
I love how there's so many fresh ideas that are thought out pretty well.

I'm pretty sure those 2 gas nats in the middle will be the sites of very crucial battles. Terran might have fun with tanks inside the nats.

So what's the race analysis on this map? This is not a too zerg friendly map.
T>Z (given)
T >==== P (very close I think)
P>=Z, maybe even P>Z

What do you guys think?
Do your best, God will do the rest.
HappyManRun
Profile Joined November 2005
1111 Posts
March 19 2006 02:28 GMT
#31
Well like that guy said, Terran get a choke fortified and take 3 bases what can our brave executor do?!
I happy, thus I run.
Leejungterran
Profile Joined September 2005
Korea (South)572 Posts
Last Edited: 2006-03-19 03:16:03
March 19 2006 03:15 GMT
#32
look not bad , but not realy good too

look imbalanced , make the midle so you can build
Leejungterran
Profile Joined September 2005
Korea (South)572 Posts
March 19 2006 03:16 GMT
#33
On March 19 2006 11:28 HappyManRun wrote:
Well like that guy said, Terran get a choke fortified and take 3 bases what can our brave executor do?!


anyone not bad ? like harass , take exp too , teach to templar and or arbiter and carrier .... want me to show you how to play protoss ?
~OpZ~
Profile Blog Joined May 2005
United States3652 Posts
March 19 2006 04:05 GMT
#34
On March 19 2006 11:12 jkillashark wrote:
I love how there's so many fresh ideas that are thought out pretty well.

I'm pretty sure those 2 gas nats in the middle will be the sites of very crucial battles. Terran might have fun with tanks inside the nats.

So what's the race analysis on this map? This is not a too zerg friendly map.
T>Z (given)
T >==== P (very close I think)
P>=Z, maybe even P>Z

What do you guys think?


Depends on pos of tvp. 3v9 T can't use turrest much in push...So problems are created...Now 12v3 might be a different story. But pushing would still be reduced drastically do to rocks around entrances...
Maybe I could teach Osama that using a plane as a wraith or dropship would be 10x better than using it as a scourge..... ^^; -Flex
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
March 19 2006 06:30 GMT
#35
On March 19 2006 10:29 sataNik[pG] wrote:
its just perfect to stop theorycrafting and start real testing by replacing sattarchasm with it.
what i like about it is that each differnet set of positions play differently, resulting in high complexity--->many strategical options--->map longlivity. just perfect.
balance is not something that can be judged accurately before mass testing but personaly i see all matchups and all positions playable.
the most important thing that is so often ovelooked is crystal and gas mining balance for positions. I propose tests to be done with 1 worker/crystal and 3/gas for main bases and naturals.
I wish good luck to everyone who spawns at 7pos r-point,3pos rush-hour,2pos PA and Zergs 11pos r-point etc.


Thanks for the post. Don't worry about the mins and gas: I've been doing that kind of testing on all my maps for several years now . Actually I already know the 9 base has some queer mineral mining, so those minerals will need to be fixed.

Getting bottom-left on R-Point sucks a lot. Honestly it takes 1 game at that spot to notice, and 1 minute to rearrange minerals, yet they never fixed it -_-.
Wysp
Profile Blog Joined August 2005
Canada2299 Posts
March 19 2006 07:21 GMT
#36
I'm not sure if this matters, but at 4 and 10 the minerals have no spaces. Would this make a reaver drop less effective?
an overdeveloped sense of self preservation
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 19 2006 07:27 GMT
#37
You know what fucking scares me? Terran turtling up that central pathway between the two minonly islands in PvT, which makes flanking via the half-islands impossible if they get vision of the bridges.

Plus can a tank on the corner islands hit any part of the land on the mains?
What fun is it being cool if you can’t wear a sombrero?
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
March 19 2006 07:34 GMT
#38
Tanks cannot hit islands from main and vice-versa .

If Terran turtles like that, just take half the map and abuse the wide range of places where you can strike from the air. Also it's very difficult to fight carriers in a closed space, let alone when you have to walk between you main and the centre to defend.
zobz
Profile Joined November 2005
Canada2175 Posts
Last Edited: 2006-03-19 08:19:31
March 19 2006 07:59 GMT
#39
another use for the minerals in choke could be that in tvp a rax-only wall-in could be mined open just as a zealot is arriving and the t only has like two rines to chase off the probe
"That's not gonna be good for business." "That's not gonna be good for anybody."
GongKyuckTerran
Profile Joined March 2006
Croatia1096 Posts
March 20 2006 15:21 GMT
#40
On March 19 2006 10:29 sataNik[pG] wrote:
its just perfect to stop theorycrafting and start real testing by replacing sattarchasm with it.
what i like about it is that each differnet set of positions play differently, resulting in high complexity--->many strategical options--->map longlivity. just perfect.
balance is not something that can be judged accurately before mass testing but personaly i see all matchups and all positions playable.
the most important thing that is so often ovelooked is crystal and gas mining balance for positions. I propose tests to be done with 1 worker/crystal and 3/gas for main bases and naturals.
I wish good luck to everyone who spawns at 7pos r-point,3pos rush-hour,2pos PA and Zergs 11pos r-point etc.

god has spoken !


Ultras di Spalato, Etre et durer
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