[Map] (2)Overwatch - Page 3
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-NegativeZero-
United States2140 Posts
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dRaW
Canada5744 Posts
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DiMiaN
Finland298 Posts
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thezanursic
5478 Posts
I mean it still looks like a really solid map, but would it be impossible to just work with a low ground 3rd and reduce the choke size or whatever is needed to make it more easily defendable | ||
traceurling
United States1240 Posts
On February 07 2014 23:22 thezanursic wrote: Am I the only one who thinks that the old low ground 3rd made the map much more interesting? I mean it still looks like a really solid map, but would it be impossible to just work with a low ground 3rd and reduce the choke size or whatever is needed to make it more easily defendable Yeah I kinda like it more bore I feel like holding it realistically is hella hard | ||
-NegativeZero-
United States2140 Posts
On February 07 2014 23:22 thezanursic wrote: Am I the only one who thinks that the old low ground 3rd made the map much more interesting? I mean it still looks like a really solid map, but would it be impossible to just work with a low ground 3rd and reduce the choke size or whatever is needed to make it more easily defendable I honestly have no idea why I didn't think of that, it would definitely keep the map more unique rather than having the sort of FS-ish third it has now. Just keep roughly the same 3rd entrance positions and sizes as the current version, but shift the whole area back to low ground - that would be a fairly simple edit. No way I could get a second edit of the map into SBWI though, especially on such short notice... | ||
Jukado
805 Posts
Ro16 (bo3) Game 2 Ro4 (bo5) Game 4 3rd place (bo5) Game 4 Finals (bo7) Game 5 Announcement thread LINK I want to share some PvZ wall in options to help get you started if you are new to the map. The nats are relatively tight which can be both a blessing and a curse for PvZ defense. Having good building placement is always important but especially so when space is limited (or really wide open). We can expect a fairly high number of hydra attacks on this map. As you all know, one of the vital ingredients for Protoss to defend is to have space for extra cannons and a 2nd pylon behind the starting wall. The red box is where the pylon goes ofcourse. Bottom Nat PvZ wall 01 (this wall is pretty good. The gate is a bit exposed to hydras unfortunately. There isnt much wiggle room behind the cannons either. But as mentioned earlier it (sort of) works both ways because storm is more effective in small nats if hydras do break in) (If the game is different and you dont lose your gate and forge, you can break the pylon to have a good unit flow out to the rally) (Recommended) Bottom Nat PvZ wall 02 (an alternative option, you might not need to kill your own pylon with this one but its only a 1 tile gap which can cause traffic jams. Gate is still fairly exposed) + Show Spoiler + Top Nat PvZ wall 01 (pretty good, gate and forge are a little exposed but not much, space for plenty of extra cannons if needed and with wiggle room behind. Fairly good unit flow out to the rally later on too) (Recommended) Top Nat PvZ wall 02 (an option but only if you are happy with having a 2 tile gap at the top in the early game and on the ramp side) + Show Spoiler + Top Nat PvZ wall 03 (I dont recommend this wall. Im just demonstrating it is possible to get it ling tight on the ramp side if you are a player who really likes that. However there is no space for additional cannons or decent 2nd pylon coverage. But it might be helpful info to start you off if you are the kind of player who likes to do wacky walls. So yeah, the gate is ling tight on the 'top' edge here.) + Show Spoiler + Please Freakling don’t post any wobbly walls or cyber core walls lol! Top Main Terran wall (be aware that the first marine spawns in a hole if you wall your ramp) Note that you need 3 pylons to fully wall each ramp into the 3rd base so take that into account. In PvP, be extra vigilant against the threat of storm drops at the nat because the mineral bucket is vulnerable. For zerg ZvT, you can build a 2nd hatchery at the corner expo but obviously the bases are quite small so there isnt much retreat room or safety from tanks. A saving grace is that if you build a sunken at the 3rd base it can defend the ramp. Taking a 4th base is going to be “tricky” as it is on the majority of 2 player maps. The thin bridges will help alleviate a little bit atleast, as will the thin ramps into 6/12 o clock bases. Lastly, there is very little buildable ground on the path to the 3rd, only space for 2 turrets. So terrans should think about that in TvP etc. So theres some fairly straight forward generic tips, hopefully useful. | ||
HyralGambit
2439 Posts
+ Show Spoiler + sorry, had to do it | ||
Freakling
Germany1525 Posts
On February 28 2016 11:34 CardinalAllin wrote:[...] Please Freakling don’t post any wobbly walls or cyber core walls lol! [...] *pout* I haven't got the faintest idea what you are complaining about. /*pout* The only suggestion I would make is to add variants where units from the gate spawn inside the wall, as some people might prefer that. On the other hand, this is pretty much a standard choke. If you know how to wall on 4/10 o'clock on FS , you know how to do it here too, so I doubt a guide is really needed... On the other hand, why haven't you shown a Terran wall for the bottom main? | ||
Avexyli
United States689 Posts
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ProMeTheus112
France2027 Posts
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