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[ASL Official Map] (3)Demian SE_2.0 - Page 2

Forum Index > BW General
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GTR
Profile Blog Joined September 2004
51607 Posts
Last Edited: 2016-11-29 05:52:37
November 29 2016 05:52 GMT
#21
I can translate the change log to English if there is enough demand for it.
+ Show Spoiler [Korean] +
- 스타팅 자원배치 수정 (뮤탈 게릴라 유불리 최소화)
- 앞마당 자원배치 수정 (포격 유불리 최소화)
- 앞마당 - 언덕 멀티 간 길목 확장
- 언덕 멀티 크기 축소 및 위치 조정
- 지상 멀티 입막 파일런 3개 → 2개로 조정
- 모든 멀티 자원배치 수정
- 7시 다리 위치 조정
- 센터 벽 지형 수정
- 3시 본진 벽 지형 포격 수정
- 11시 앞마당 심시티 조정
- 기타 지형 및 장식물 수정
- 중립 동물 삭제
- 트리거 텍스트 출력 수정
Commentator
TAKK.borg
Profile Joined December 2013
Croatia93 Posts
November 29 2016 07:50 GMT
#22
+1 Pls translate
Assault_1
Profile Joined April 2009
Canada1950 Posts
November 29 2016 07:51 GMT
#23
I can translate:
+ Show Spoiler +

- Fixing placement of starting resources (minimizing mutal guerrilla)
- Modification of the layout of the front yard resources (minimization of bombardment)
- Front yard - Hill extension
- Scale and position hill multi-size
- Adjusted to three ground multi-filing pylons → 2
- Modify all multi-resource batches
- 7 o'clock position adjustment
- Modify the center wall topography
- Fixed 3 o'clock original wall terrain shelling
- SimCity coordination at 11 o'clock front yard
- Other terrain and decorative fixes
- Neutral canter
- Modify trigger text output
byj
Profile Joined November 2015
525 Posts
Last Edited: 2016-11-29 09:22:38
November 29 2016 09:20 GMT
#24
On November 28 2016 14:04 Jealous wrote:
Show nested quote +
On November 28 2016 13:39 byj wrote:
I am really bad at BW do please correct me if this is wrong:
At the 1'o clock platform looks like it's possible to attack (atleast behind the minerals) both adjacent bases with tanks on it, whilst I'm not sure if the same is possible for 5'/9' clock.

I haven't play-tested it, but to my eye it seems like that should not be possible. The distance is too great, even for the seemingly infinite reach of the dreaded Arclite Cannon.

Tested it now, you're right, it is way too far away. The only thing I managed to get is [image loading]
, which was barely in range.
Freakling
Profile Joined October 2012
Germany1533 Posts
November 29 2016 09:34 GMT
#25
On November 29 2016 09:47 LaStScan wrote:12 o'clock natural's right side wall is too long. 1 o'clock expansion is too hard to take from the look compare to 5 and 9, and 1 o'clock expansion's top side gap shouldn't be exist(in order to be fair compare to 5 and 9 expansions).
It is just one of those compromises one has to take with 3 player maps, or you'd have to stretch things outunreasonably, which results in uneven ground distances, which is even worse. Look at the thirds on Aztec, for example, as a comaprison.


On November 29 2016 11:57 LatiAs wrote:
I got your feedback(11'o starting with 4 workers at top), however I can't fix map now because of two reason....
1. It is already released. Final ver. I can't recall it. sry. Too late...
2. However, of course I already think about your opinion, before I uploaded. But pros are familiar to starting with 4 workers at bottom, not top. As I mentioned earlier, they are conservative. I can't force them something unfamiliar.

And sry about my poor English skill... I cant translate change log well. Plz refer to gif file which i upload.

I'd just ask them to give it a chance, try it out a few times; maybe make a fixed-spawn training version of the map for that.
Realistically the trade-off here is between having to learn a new split (which I assume they'd do anyway, as all mineral formations all somewhat different) or being behind a second or two in their build order from the very start. I know how I would chose.
The only difficulty I ever experienced with splitting from the top is that workers are actually so quickly at the minerals that I cannot split them all proeperly before the first start mining (but I am not a 400 apm pro, either...)
GTR
Profile Blog Joined September 2004
51607 Posts
Last Edited: 2016-12-20 23:34:01
December 20 2016 23:33 GMT
#26
new mineral formations in the mains (11 and 7) look awful - sad that asl caved in
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