![[image loading]](http://i.imgur.com/ggzzgU9.jpg)
![[image loading]](http://i.imgur.com/h1zcU8C.jpg)
uploading new version with my Battle.net ID.
(4)OVERWATCH_0.94
Fixed [0.9 → 0.94]
- Deleted center gases / add 1 mineral
- Expand center ridges
- etc
DOWNLOAD - http://www.panschk.de/mappage/comments.php?mapid=4836
RIP Widowmaker...
Forum Index > BW General |
LatiAs
27 Posts
![]() ![]() uploading new version with my Battle.net ID. (4)OVERWATCH_0.94 Fixed [0.9 → 0.94] - Deleted center gases / add 1 mineral - Expand center ridges - etc DOWNLOAD - http://www.panschk.de/mappage/comments.php?mapid=4836 RIP Widowmaker... | ||
Noah2nd
59 Posts
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-NegativeZero-
United States2141 Posts
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Freakling
Germany1529 Posts
I'd rather not take that any serious then... But I guess the reason is that there is never any actual selection going on. I guess Korean tournament hosts like to just contact some random map maker, whose only credentials are that they have made some map for Kespa in the past, and tell them "we need X number of new maps by Friday, just do something, we take it no questions asked, because we do not know enough about maps to judge whether you actually know enough yourself to get it properly done." Kespa at least did some amount of pre-selection and had a decent amount of play-testers at hand as an (albeit very inefficient and ineffective) means of correcting at least the most obvious bugs and imbalances beforehand. | ||
Jenia6109
Russian Federation1612 Posts
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Jukado
805 Posts
1. Re-added 2000 gas to the close 3rd bases. 2. Improved consistency, options and ease for player to wall the close 3rd base (Pylons and Depots). 3. Aesthetics (tidied up some cliffs etc). I actually ended up tidying quite a few tiles, I hope you think it was a good job. Some of the tiles I changed: + Show Spoiler + ![]() Full list: + Show Spoiler + Gas area @ bottom min only Ramp aesthetics at right hand centre ramp 2 Buildable tiles @ left min only. 1 unwalkable tile @ left min only 1 unwalkable tile @ left min only 2 buildable tiles @ right min only, and 2 aesthetic tiles. 2 more buildable tiles @ right min only ramp. 2 tiles @ top ramp min only, aesthetics. 6 tiles @ right min only, mud aesthetics. 4 cliff tile aesthetics @ bottom min only 9 tiles @ bottom min only ramp to make wallable edge 2x3 unwalkable and 2 sand tiles @ top min only for walling 31 tiles cliff @ right min only 10 tiles cliff @ bottom min only 12 tiles @ bottom min only ramp for walling (and subsequent mud clean up) 2 unwalkable tiles @ right min only for walling (and subsequent mud clean up) 3 buildable tiles @ bottom min only ramp for depot walling and straight diagonal line So its fairly obvious that I support having 2000 gas at the close 3rd base. If you absolutely dont want the gas there, you can easily take my edited version (if you wish) and simply delete the gas ofcourse. I tested the gas mining; I had to move 1 mineral patch at the right hand base to make the gas mine properly. Depot Walling: ![]() Pylon Walling: ![]() You can see that you have the option to wall with 3 pylons vertically to the nexus. Im not saying that Protoss actually would do this, but the map now has a consistent 6 tile gap there at all bases. Also note that the pylon wall at the ramp as shown is using diagonal pylon placement, so vultures can mine hop quite consistently. But you can easily use an extra pylon to make it tight. All bases (except the top) require 6 pylons to wall the ramp (with diagonals) or 7 pylons (to wall it tight). The top base only requires 5 (with diagonals) or 6 pylons (to wall it tight) though. Its a small compromise to keep the consistent 6 tile gap mentioned earlier. You could easily delete the 2x2 broken tank doodad to make it require 6 pylons if you wanted. DOWNLOAD: Download Melee version: http://www.mediafire.com/download/lo0kq6zmdq7jpad/(4)Overwatch_0.94(N)CARDEDIT 001.scx Download Obs version: http://www.mediafire.com/download/t66y8aqr4kr1j7v/(4)Overwatch_0.94(O)CARDEDIT 001.scx | ||
Jukado
805 Posts
Top: ![]() The Gas mines ok like this. Right: ![]() Bottom: ![]() Left: ![]() This base in particular I remember there is currently an unbuildable tile that stops you from placing the 2 'pylons' at the top of this picture. Sidenote; without the gas its ambiguous where you are meant to place your main building. (so you will just have to re add the gas! hehe) | ||
kogeT
Poland2037 Posts
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Jukado
805 Posts
In my edit, vultures can run around the back of the gas, but a single pylon can block that path as shown in the 4 pics above. So just that single pylon adds quite a bit of survivability to the probes. Whereas in the current version, you would need 3 pylons to achieve the same amount of coverage. This is because the gas, but also because Ive added more cliff to make the open space smaller. You can then use additional pylons to make chokes that will limit vulture movement, even if you dont fully wall off. But look, the base is always going to require fulltime dragoons parked on it to defend vs vults. Thats just the nature of a base like this. Pylons can still help by limiting vulture movement, both from pressing an attack and retreat options. Im sure you agree that just because a base requires goons parked on it doesnt mean pylon walls cant help. Here is a gif of both versions of the base to the East. Red is current, Blue is Card edit: ![]() + Show Spoiler + Current: ![]() Card edit: ![]() | ||
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