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[MAP](2)Total Obliteration

Forum Index > BW General
Post a Reply
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
Last Edited: 2013-07-31 10:28:29
July 31 2013 10:00 GMT
#1
[image loading]
Features
-Hallucinated fastest minerals that go away around 10 supply.
-Half ramp near natural for easy defence.
-Short Rush Distance
-Long rush opening in main. Small choke pylon and zealot or depot wall
-Fastest base in the middle of the map 166 stack mineral patches with 8 minerals left and one gas.
-Can glitch worker through middle base to get semi-island base.
-Bottom middle has 2 gases and extra minerals.

Concerns
-Ramps are not perfect mirrors.
-3rd Mineral placement
-Not 100 percent mirror.

Downloads...
Melee
Observer
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
Todd P
Profile Joined December 2010
42 Posts
July 31 2013 11:25 GMT
#2
Zerg will be imbalanced on this map. Lurkers stop all kind of movement.
Impossible is nothing
3FFA
Profile Blog Joined February 2010
United States3931 Posts
July 31 2013 11:36 GMT
#3
On July 31 2013 20:25 Todd P wrote:
Zerg will be imbalanced on this map. Lurkers stop all kind of movement.

Man you gotta learn2fly.

Honestly though, it does look like it is almost too easy to set up a containment. Would have to test to make sure of course. I also think that if Protoss can get them off the ground, Carriers would be rather useful.

Not really sure what my opinion is on the fastest minerals.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
July 31 2013 11:56 GMT
#4
with those minerals I'm thinking that 9 hatch strats are alot more economic than 12 hatch, other than the obv 4/5pool imbaness.
I wanna play it for sure though 8D
In the woods, there lurks..
wingpawn
Profile Blog Joined June 2013
Poland1342 Posts
Last Edited: 2013-07-31 13:39:07
July 31 2013 11:57 GMT
#5
With those chokes, PvT will be impossible on this map, maybe apart from Carrier builds. Toss ground army will get stuck all the time and without room for flanking, breaking the mech pushes is going to be impossible.

Besides, if the game goes past 20 minutes, moving large armies along those passages will become complete pain in the ass. For instance, if T is outside his main and Toss makes a Recall, he can wall himself in with one self-Stasis and kill everything. Any kind of Lurker or Tank + Bunker contain will also be impossible to break.
CrystalDrag
Profile Joined July 2010
173 Posts
July 31 2013 13:06 GMT
#6
Gases should generally be on top, bottom geysers only give 260gas/minute while top ones gives 300gas/minute
The small 'Dirt bridges" can be blocked by a single rax against zerglings?

Some of the mineral formations can be more aesthetically pleasing. Also the amount of minerals is important, becausd P gets the most out of more minerals. Resource distributions usually 9 main, 7~8 natural, 6~7 3rd

the third doesn have one choke, which could be pronlematic for Zerg

Th3re is veryy little room for flanks as mentioned above.

Especially due to the orientation of the ramps leading to the third, contains with siege tanks very powerful.

I will post more later when I wake up
Glioburd
Profile Joined April 2008
France1911 Posts
Last Edited: 2013-07-31 13:26:46
July 31 2013 13:25 GMT
#7
Interesting map, I'd like to try it . However the late game in TvP must be hard for the protoss. Maybe without these green high grounds at the thirds bases it would be better... Also maybe setting the third base as only mineral expand ?
"You should hate loosing, but you should never fear defeat." NaDa.
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
July 31 2013 17:47 GMT
#8
walls are going to be something that I will have to experiment with. I hoped for 1 gate zealot to stop early pools. A patch will be coming.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
Last Edited: 2013-07-31 20:51:44
July 31 2013 18:09 GMT
#9
On July 31 2013 22:06 CrystalDrag wrote:
Gases should generally be on top, bottom geysers only give 260gas/minute while top ones gives 300gas/minute
The small 'Dirt bridges" can be blocked by a single rax against zerglings?

Some of the mineral formations can be more aesthetically pleasing. Also the amount of minerals is important, becausd P gets the most out of more minerals. Resource distributions usually 9 main, 7~8 natural, 6~7 3rd

the third doesn have one choke, which could be pronlematic for Zerg

Th3re is veryy little room for flanks as mentioned above.

Especially due to the orientation of the ramps leading to the third, contains with siege tanks very powerful.

I will post more later when I wake up


With the dirt bridges no. On the high ground above the half ramps a player could wall with barracks ling tight I believe. With Protoss a lingtight pylon block works.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
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