|
On June 13 2016 09:27 CrystalDrag wrote: Changelog
v2.17- ramp of 4/10 changed due to a ramp stack bug. v2.18- egg wall exchanged for 2- five stacked temples with an egg/mineral for worker hopping. Guess my new favorite map :p
|
Hello,can u plz make an obs version with the minimap not black,i need this to host obs games and players have a notion of the map since in ums mode u cant see preview,thx in advance.
|
i like that it look snowy
|
No-fog versions of the new maps for TLFC are now available here.
|
On January 30 2017 21:38 Freakling wrote:No-fog versions of the new maps for TLFC are now available here. thanks you!
|
looks soooo awesome Hope it will be added to iCCup mappack
|
like the map. glad to see you coming back to tl! how does the vision blocker work? do they reduce thje hit rate from enemies like highground/trees etc...
|
Very nice map, really like the concept, but spawning spots need to be more symmetrical.
|
On January 31 2017 00:55 endy wrote: Very nice map, really like the concept, but spawning spots need to be more symmetrical.
You should probably clarify your comment. Are they different sizes, distances, exposed resources, etc?
|
|
On January 30 2017 23:28 HaFnium wrote: like the map. glad to see you coming back to tl! how does the vision blocker work? do they reduce thje hit rate from enemies like highground/trees etc... No. They just block vision for ground units.
On January 31 2017 00:55 endy wrote: Very nice map, really like the concept, but spawning spots need to be more symmetrical. If you are referring to the fact that this map uses tilted axial symmetry (instead of natural axial symmetry, like Python or CB type maps) then you are just missing the point entirely.
|
On January 31 2017 10:38 Freakling wrote:Show nested quote +On January 31 2017 00:55 endy wrote: Very nice map, really like the concept, but spawning spots need to be more symmetrical. If you are referring to the fact that this map uses tilted axial symmetry (instead of natural axial symmetry, like Python or CB type maps) then you are just missing the point entirely.
Nah that's pretty obivous it's not an x=y symmetry. I just think that depending on your spot, mineral lines are not defendable the same way against muta harass. And maybe its just an impression but it feels like the nat choke is smaller at 1 and 7 o'clock than at 5 and 11. Also 5 and 11 seem to have much more place to mass gates/factories than 1 and 7.
|
Nat choke at 1/7 is actually a bit wider than at 5/11 (8 choke vs 7 choke). Main minerals at 5/11 are safer by being in the corners (which means less angle to cover with turrets). They have a bit more space to the map edge as compensation (in practice, the difference should be less than on three player maps, like Aztec for example). Macro space is just distributed a bit differently (due to the distorted symmetry). top left can build some initial macro between ramp and town hall and then a lot more to the right of the town hall. In comparison top right can build some to the right of the town hall, towards the ramp, and later fill in the space below the town hall. Overall it should be plenty for either location.
Let's see if either of these presents as an actual issue in playtesting. There is obviously wiggling room to implement changes if deemed necessary.
|
Is there any way to seriously bring this map (and other foreigner-made maps) to the attention of key people in the korean scene? I really like the look of this map, especially the design of the centre - with the various pathways, high-ground and the two opposing gas+mineral bases - and would really like to see it getting used to its fullest. Would be ashame if it, and other good maps, never got the chance to be put through its paces, so to speak.
There really should be more cooperation in general between the different BW regions, as well as clear cut ways of having products made in one place get to the attention of folks over at the other.
Edit: I now saw that you are indeed from Korea, lol. Well, see to it that it gets in the map-pool of a notable tournament over there!
|
|
|
|