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[M](4)Ridge2Ridge

Forum Index > BW General
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NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
October 06 2008 06:50 GMT
#1
Hi all. Got a new map to show off. Pretty straight foward:

[image loading]


BWMN Thread
Melee Download
Observer Download
Replay Upload

Enjoy. All comments appreciated
Treatin' fools since '87
BanZu
Profile Blog Joined June 2008
United States3329 Posts
October 06 2008 07:12 GMT
#2
I'm loving the interesting high ground between the main and the nat and all the ramps.

Looks like a map I'll definitely be trying.
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
thunk
Profile Blog Joined March 2008
United States6233 Posts
October 06 2008 07:40 GMT
#3
That choke is a nightmare PvZ. And TvZ.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
CDRdude
Profile Blog Joined May 2007
United States5625 Posts
October 06 2008 08:09 GMT
#4
Is there enough room on top of the ridge between the main/nat to build a bunker or pylon+cannons? It seems like trying to hold a third will be a nightmare in any MU.
Force staff is the best item in the game.
zobz
Profile Joined November 2005
Canada2175 Posts
October 06 2008 08:52 GMT
#5
Maybe you're just forced to take one of the other mains as a third, in certain matchups. tvp i don't imagine those inbetween thirds would be a problem. Those nat chokes would be some kind of problem for both sides of every matchup except zvt. Whatever the balance it looks fun and interesting.
"That's not gonna be good for business." "That's not gonna be good for anybody."
DownMaxX
Profile Joined August 2008
Canada1311 Posts
October 06 2008 09:12 GMT
#6
Whoa, I really like it.

There doesn't seem to be much room anywhere though. And with the size of the expansions.. this could be brutal for fighting off air units. xD

Downloading now.
parasite
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
October 06 2008 12:22 GMT
#7
Hmm, wide chokes = Zerg heaven, Terran Hell.

the expansions at 2, 5, 8, and 11 can be hotspots for proxies. Is it just me or does it look like flanking can be done so easy here?
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
aev
Profile Blog Joined July 2007
166 Posts
October 06 2008 12:56 GMT
#8
This map looks really powerful for early PvT goon rushes...how about reversing the ramps so that the wide side is on the inside and the small side faces towards the nat? Makes it easier to defend and still has that "dual ramp" effect.
Scaramanga
Profile Blog Joined March 2008
Australia8091 Posts
October 06 2008 13:11 GMT
#9
I like this map, just the space behind some of the nats could be bigger to allow turrets and a bit of a smaller choke
Good map imp
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
October 06 2008 18:04 GMT
#10
On October 06 2008 17:09 CDRdude wrote:
Is there enough room on top of the ridge between the main/nat to build a bunker or pylon+cannons? It seems like trying to hold a third will be a nightmare in any MU.


All the highground in this map is unbuildable
Treatin' fools since '87
d.arkive
Profile Blog Joined January 2007
United States843 Posts
October 06 2008 18:19 GMT
#11
It's a really cool idea, but it looks like it might be overdone up to the point of imbalance, especially in regards to the thirds.
"Refrigerator. Refrigerator, damn you. Refrigerator."~Spiritofthetuna, speaking in Haiku after losing
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
October 06 2008 18:27 GMT
#12
It looks amazingly easy to bottle somebody up into their main.
But why?
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
October 06 2008 19:26 GMT
#13
It looks like it could be interesting, especially with respect to the ramps up/down between the nat and the main. Some interesting strategies to choke people into their main could work really easily.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
October 06 2008 20:18 GMT
#14
The distances for main to main is quite longer than you'd imagine so taking a 3rd is actually safer than some would think. Anyone up for some testing today?
Treatin' fools since '87
Hittegods
Profile Joined April 2007
Stockholm4641 Posts
October 06 2008 21:04 GMT
#15
No FE for you filthy tosses! Oh wait...
This neo violence, pure self defiance
QuanticHawk
Profile Blog Joined May 2007
United States32091 Posts
October 06 2008 21:07 GMT
#16
At the thirds, can a tank hit the money line from the main behind the 3rd?? the one at 1 oclock, this seems possible
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