Not that that's a bad thing necessarily, I don't really remember how that map played out.
ASL6 Maps Shortlist - Page 3
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Elyvilon
United States13143 Posts
Not that that's a bad thing necessarily, I don't really remember how that map played out. | ||
mishimaBeef
Canada2259 Posts
seems like zerg can totally use that extra main gas for more muta and look to snipe the revealed flag probe to block off protoss ground forces... kinda turns into an air battle? it's a cool tradeoff in that sense with the revealed flag worker... protect it from air snipe and reveal some key stuff... hide it in the corner trying not to reveal anything and you're vulnerable to air snipe... | ||
mishimaBeef
Canada2259 Posts
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Freakling
Germany1525 Posts
On July 28 2018 22:44 mishimaBeef wrote: also was a weird thing on sylphide top mid high ground base where a drone was stuck behind the extractor with a gas in hand You are right, that can happen. I'll put it on the bug list. By the way, that is not a high ground base! It is raised jungle, which is equivalent to sunken ground in Twilight, sandy sunken pit in Desert as well as water in Ice terrain and is considered low ground by the game. | ||
GTR
51290 Posts
edit: power generators look sick in remastered lol | ||
Rlentless
Hong Kong322 Posts
Flash on Sylphide. | ||
Freakling
Germany1525 Posts
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Jukado
805 Posts
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Wonk
546 Posts
Anyway, I'm excited to see how the new ramps affect how games play out on transistor. | ||
Alpha-NP-
United States1242 Posts
On August 07 2018 23:30 Jukado wrote: Yes lots of changes again. The reason Im not linking to the pictures in the OP is because you cant link directly to the pictures for long before the links expire and Im not going to keep making and uploading new pictures for all of these edits. So keep checking the naver blog to see the latest updates guys. Link please to naver blog | ||
Cryoc
Germany909 Posts
On August 07 2018 23:51 Wonk wrote: Looks like it really IS neo transistor now, they've put in some serious work there with the new ramps. Labyrinth hasn't changed quite as much as I was hoping though, at least no double gas. They've also fixed the 12oclock base, but decided to leave the 5 oclock with a big ol' space behind its mineral line? very odd. Anyway, I'm excited to see how the new ramps affect how games play out on transistor. Not everyone is Zerg. This space behind the naturals is to actually have enough space to build your base. | ||
Jukado
805 Posts
EDIT: Yep they expired. @Alpha-NP- The link to the blog is in the OP or here: https://blog.naver.com/kangkuyol/221322398097 @Cryoc he (Wonk) is talking about the mains. | ||
Cryoc
Germany909 Posts
On August 08 2018 04:16 Jukado wrote: Updated OP with latest pictures, but maybe the links will expire, we shall see. EDIT: Yep they expired. @Alpha-NP- The link to the blog is in the OP or here: https://blog.naver.com/kangkuyol/221322398097 @Cryoc he (Wonk) is talking about the mains. Ah, I see what he meant now, that is indeed weird. Maybe the map maker intended to make the travel time between mains and naturals really uniform. | ||
prosatan
Romania7392 Posts
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Freakling
Germany1525 Posts
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ne4aJIb
Russian Federation3208 Posts
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Alpha-NP-
United States1242 Posts
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GTR
51290 Posts
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Jukado
805 Posts
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Freakling
Germany1525 Posts
On August 09 2018 06:27 GTR wrote: what's with the bottom right gas of the new neo transistor being at the bottom? how has the map maker figured out to balance it so that the bottom geyser equals the harvesting rate of the other bases with the geyser on top? Well, yes – kind of. If you look closely you'l realize that all the geysers are moved farther away from the SL, so they all mne slowly and require 4 workers now, like Katrina basically. New ramps still suck. No post editing was done for any of these, so all the terrain level bugs of the cliffs are there in their full glory… Labyrinth is still garbage. Units still get stuck in the mains. Making the gated ramp smaller unsurprisingly has not really changed that much… | ||
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