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New Map: Chameleon - Page 3

Forum Index > BW General
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Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2006-04-01 07:08:23
April 01 2006 04:30 GMT
#41
The map is finished now . I decided to rename it to "Chameleon" since a) it's a more interesting and better-known noun than "Apsides", and b) the connection between the name and the map design is more apparent.

[image loading]


Melee Download
Obs Download
SChasu
Profile Joined October 2003
United States1505 Posts
April 01 2006 07:10 GMT
#42
http://www.teamtd.com/upload/files/map test.rep
tanks can hit stuff on the edge of main, if u had like turret or tank or something back there. it could get hit from islands. and u can drop a tank on the edge of the 6 main
totalbiscuit is awful at casting.
decafchicken
Profile Blog Joined January 2005
United States20176 Posts
April 01 2006 07:20 GMT
#43
Purp has 2 chokes -_-

I still dont like the middle.
how reasonable is it to eat off wood instead of your tummy?
ScoutWBF
Profile Joined April 2005
Germany641 Posts
April 01 2006 07:22 GMT
#44
you should remake the shapes of the islands and a bit of the mains because its just too straight.
rel
Profile Blog Joined January 2005
Guam3521 Posts
April 01 2006 07:32 GMT
#45
every map has something you don't like deal with it.
I'll tank push my way into her heart. ☮♥&$!
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2006-04-01 08:58:41
April 01 2006 08:58 GMT
#46
On April 01 2006 16:10 SS-guy wrote:
http://www.teamtd.com/upload/files/map test.rep
tanks can hit stuff on the edge of main, if u had like turret or tank or something back there. it could get hit from islands. and u can drop a tank on the edge of the 6 main


Thanks . I'll check it out. I had a feeling tanks could BARELY reach from the islands. But they can only hit stuff that's right up against the edge (...right?). Conversely, if I move the mains 1 square in, I think they might be too small =/. So it's a trade-off I guess. Maybe this will make TvT slightly less boring, when turrets right against the edge can be hit .

Also thanks for renaming the topic, mysterious topic fairy!
aseq
Profile Joined January 2003
Netherlands4025 Posts
April 01 2006 09:00 GMT
#47
im still unsure about the 1500 gas at nat. the whole point of the non-gas nat is that the zerg cant fast expo and get dual gas muta or lurk (especially muta imo). with a 1500 gas at the nat, this is still possible, only after some minutes the thing runs out. it would be better if you find some way the gas can only be used later on^^. (put a ring of mins around the gas, haha)
funkie
Profile Blog Joined November 2005
Venezuela9377 Posts
April 01 2006 09:00 GMT
#48
I don't like the middle...Too much..stone wtf T_T!

Nice map~
CJ Entusman #6! · Strength is the basis of athletic ability. -Rippetoe /* http://j.mp/TL-App <- TL iPhone App 2.0! */
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
April 01 2006 11:57 GMT
#49
On April 01 2006 18:00 aseq wrote:
im still unsure about the 1500 gas at nat. the whole point of the non-gas nat is that the zerg cant fast expo and get dual gas muta or lurk (especially muta imo). with a 1500 gas at the nat, this is still possible, only after some minutes the thing runs out. it would be better if you find some way the gas can only be used later on^^. (put a ring of mins around the gas, haha)


Actually, originally I had a no-gas nat because I didn't want T to get this huge mass tank army off their main + nat, in case you're sitting in the close (via ground) position :x.

In this case, I WANT zerg to take advantage of the gas at nat, otherwise they may have no chance vs T at close (via ground) positions.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2006-04-02 02:02:47
April 01 2006 12:33 GMT
#50
On April 01 2006 16:10 SS-guy wrote:
http://www.teamtd.com/upload/files/map test.rep
tanks can hit stuff on the edge of main, if u had like turret or tank or something back there. it could get hit from islands. and u can drop a tank on the edge of the 6 main


Edit: nm I'm an idiot. Yeah I dunno how the game let you drop a tank there when it wouldn't let me do it . But it's fixed now. Thanks again .
g0G0RandOm
Profile Joined December 2004
Switzerland80 Posts
April 06 2006 22:44 GMT
#51
i saw a new map in ogn with many many ramp and it can be a really good map i dont know the name but if u know it i suggest it!
Cry me a river
Slayer91
Profile Joined February 2006
Ireland23465 Posts
Last Edited: 2006-04-14 02:14:03
April 06 2006 23:11 GMT
#52


2 entrances to nats is all the rage nowdays.

Though its only the 6 and 12 positions that are problematic.

And on close positions is it possible to 12 hatch without losing drones zvp?

aka Teutonica
ther
Profile Joined January 2005
Hungary252 Posts
April 06 2006 23:29 GMT
#53
those geysers in the middle expos are not so far from the minerals / cc,hatch,nex?
hO?
EAGER-beaver
Profile Joined March 2004
Canada2799 Posts
April 06 2006 23:52 GMT
#54
This map is a complete failure, terran is totally imba. Disable tanks and medics and the other races might stand a chance.
Simon and Garfunkel rock my face off
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
Last Edited: 2006-04-07 09:15:50
April 07 2006 09:08 GMT
#55
Oops wrong thread >_<
ok dont not so good something is something ok ok ok gogogo
nullmind
Profile Blog Joined April 2003
1303 Posts
April 07 2006 10:43 GMT
#56
reminds me of gaia
pwnerer
Profile Joined April 2006
11 Posts
April 07 2006 12:08 GMT
#57
cool map
Kobalt_org
Profile Joined December 2003
Bulgaria12 Posts
April 15 2006 03:00 GMT
#58
i think this is Zerg > all map
OneOther
Profile Blog Joined August 2004
United States10774 Posts
April 15 2006 03:15 GMT
#59
On April 15 2006 12:00 Kobalt_org wrote:
i think this is Zerg > all map


Hmm I don't think ZvT would that be great on this map...
mnm
Profile Blog Joined August 2003
United States4493 Posts
April 15 2006 04:11 GMT
#60
oh THATS WHY you made me 2v2 =p
http://www.teamliquid.net/store http://www.teamliquid.net/gallery/
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