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.| Forum Index > BW General |
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Bill307
Canada9103 Posts
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. | ||
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funkie
Venezuela9377 Posts
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 | ||
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Physician
United States4146 Posts
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! | ||
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SChasu
United States1505 Posts
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Starparty
Sweden1963 Posts
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... | ||
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tKd_
United States2916 Posts
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Cloud
Sexico5880 Posts
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 ![]() | ||
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aseq
Netherlands4025 Posts
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^^. | ||
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sataNik[pG]
Greece724 Posts
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. | ||
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jkillashark
United States5262 Posts
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? | ||
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HappyManRun
1111 Posts
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Leejungterran
Korea (South)572 Posts
look imbalanced , make the midle so you can build | ||
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Leejungterran
Korea (South)572 Posts
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 ? | ||
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~OpZ~
United States3652 Posts
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... | ||
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Bill307
Canada9103 Posts
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 -_-. | ||
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Wysp
Canada2299 Posts
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GrandInquisitor
New York City13113 Posts
Plus can a tank on the corner islands hit any part of the land on the mains? | ||
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Bill307
Canada9103 Posts
.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. | ||
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zobz
Canada2175 Posts
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GongKyuckTerran
Croatia1096 Posts
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 ! ![]() | ||
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