. 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]](http://img424.imageshack.us/img424/7622/4chameleon3st.th.jpg)
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Bill307
Canada9103 Posts
. 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.![]() Melee Download Obs Download | ||
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SChasu
United States1505 Posts
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 | ||
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decafchicken
United States20176 Posts
I still dont like the middle. | ||
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ScoutWBF
Germany641 Posts
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rel
Guam3521 Posts
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Bill307
Canada9103 Posts
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! | ||
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aseq
Netherlands4025 Posts
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funkie
Venezuela9377 Posts
Nice map~ | ||
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Bill307
Canada9103 Posts
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. | ||
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Bill307
Canada9103 Posts
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 . | ||
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g0G0RandOm
Switzerland80 Posts
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Slayer91
Ireland23465 Posts
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? | ||
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ther
Hungary252 Posts
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EAGER-beaver
Canada2799 Posts
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Yogurt
United States4258 Posts
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nullmind
1303 Posts
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pwnerer
11 Posts
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Kobalt_org
Bulgaria12 Posts
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OneOther
United States10774 Posts
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... | ||
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mnm
United States4493 Posts
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