TRAITOR
(probably a miscommunication or something)
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Empyrean
16950 Posts
TRAITOR (probably a miscommunication or something) | ||
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pachi
Melbourne5338 Posts
On December 24 2008 14:31 Hot_Bid wrote: unsoundlogic is on two teams? what a whore | ||
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Plexa
Aotearoa39261 Posts
my bad | ||
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RaGe
Belgium9944 Posts
Player 1: TL: RaGe iCCup: TSL-RaGe Player 1: TL: intrigue iCCup: junebug | ||
ShoCkeyy
7815 Posts
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Nightmarjoo
United States3359 Posts
Also, I noticed/realized there's no real ovy spot except maybe the temple wall shit by the 815 ramp gas expo. Do you want a real one? Outside the main choke? Would that be too tight and hurt making/fighting contains too much? I could try and place it closer to the min only to make it a little safer maybe, thoughts on that? On December 23 2008 15:05 kazokun wrote: Show nested quote + On December 23 2008 14:52 Nightmarjoo wrote: Awesome, thanks! While I'm spreading the gas out, any other little things you guys have noticed that I should fix? Or anything need tweaking etc? If it feels awkward in the slightest, there's a good chance it's my fault, so speak up! This map is great as it is. I have noticed some trends in the way the map plays out. 1) Nobody takes the min only in front of the main 2) All the ramps mean you have to push on all sides in order to avoid a flank. 3) 10 and 4 ezez to take and hold 4) the miniramp allows you to hold position an offensive zealot on it to prevent the expos, though. 5) You can also mass units below the ramp while doing the zealot trick and nobody will know until it's too late 6) Gas steals suck in this map, it's easy (if you have a zerg on your team) to just let the zerg sit without gas in the early game and let the terran take the unstollen gases to tech up. 7) Terrans should tech up asap 8) the middle expo is relatively easy to take. Interesting and thanks for your input, but I'm not sure I can "fix" any of those, and in some case nor would I want to because it's part of the concept. But anyway, anything you specifically want changed or fixed? I want to do this in one big edit ._. | ||
-orb-
United States5770 Posts
Lol first game we didn't even know there was an 815 ramp into the bases, we thought there was only the mineral blocked ramp. In any case, I think personally you should add a couple more minerals onto the mineral ramp. The one on destination takes a long time to mine out, but this one seems like it only has like 4 mineral blocks on it, which takes almost no time to mine out. One thing that might want changing is the chokes. Maybe you wanted it this way, but walling off is pretty challenging (maybe we just didn't spend enough time experimenting). It looks like one rax walls perfectly, but it doesn't, and it's hard to place a depot+rax to get them to wall it off. Maybe you didn't want us to be able to wall of tho, who knows. | ||
Nightmarjoo
United States3359 Posts
1rax isn't ling tight? I kind of like it that way actually. I assume it's worker/zlot-tight though? I guess I ought to test it ~~ | ||
Haemonculus
United States6980 Posts
On December 25 2008 01:11 Nightmarjoo wrote: Yeah it has 4 blocks. I kind of feel that it's better for it to be easy to mine. Means if you need to mine out your own in an emergency, that's not a problem. Means it's possible to mine out your opponent's block even if he is watching/guarding it. The advantage to having more are that it isn't a free exit as soon as you need it, have to wait to mine it out. I kind of prefer it be useable offensibly rather than only an escape route path, I think more is just going to limit it. The point is to make it something to worry about, and how you can choose if you want to use your own path, or to watch/guard it, etc. 1rax isn't ling tight? I kind of like it that way actually. I assume it's worker/zlot-tight though? I guess I ought to test it ~~ Nope. One rax will definitely let workers through on the bottom. Not sure about the top spawn. We actually played around a good bit and had a really hard time finding ways to make a secure wall. | ||
kazokun
United States163 Posts
On December 24 2008 19:37 Nightmarjoo wrote: Ok guys I watched the replays just now. I have to say, I'm really excited for the tournament, because those three games alone were awesome/epic/amazing etc. I did note the gas bug, which appears to only happen to protoss for some reason. I assume I can easily fix it by spreading the geysers, but I'll test it to to make sure it doesn't create some different gas bug lol. Also, I noticed/realized there's no real ovy spot except maybe the temple wall shit by the 815 ramp gas expo. Do you want a real one? Outside the main choke? Would that be too tight and hurt making/fighting contains too much? I could try and place it closer to the min only to make it a little safer maybe, thoughts on that? Show nested quote + On December 23 2008 15:05 kazokun wrote: On December 23 2008 14:52 Nightmarjoo wrote: Awesome, thanks! While I'm spreading the gas out, any other little things you guys have noticed that I should fix? Or anything need tweaking etc? If it feels awkward in the slightest, there's a good chance it's my fault, so speak up! This map is great as it is. I have noticed some trends in the way the map plays out. 1) Nobody takes the min only in front of the main 2) All the ramps mean you have to push on all sides in order to avoid a flank. 3) 10 and 4 ezez to take and hold 4) the miniramp allows you to hold position an offensive zealot on it to prevent the expos, though. 5) You can also mass units below the ramp while doing the zealot trick and nobody will know until it's too late 6) Gas steals suck in this map, it's easy (if you have a zerg on your team) to just let the zerg sit without gas in the early game and let the terran take the unstollen gases to tech up. 7) Terrans should tech up asap 8) the middle expo is relatively easy to take. Interesting and thanks for your input, but I'm not sure I can "fix" any of those, and in some case nor would I want to because it's part of the concept. But anyway, anything you specifically want changed or fixed? I want to do this in one big edit ._. Oh those things are just things I noticed during the game. I'm not calling for a fix anywhere on the map. I'm gonna call for keeping the mins on the ramp the way they are because they allow for early movement and also because adding more rounds to the mining will only benefit the enemy and in effect, make it even more of a counter-clockwise moving game (top goes left, bottom goes right). About an ovie spot, I would actually prefer if there weren't any, For some reason, even while the middle is pretty wide open compared to the sides it still feels cramped, and adding some temple walls or whatever might even make it feel annoying. The map, omitting the gas problem, is fine. Fixed starting positions (due to it being ums) are fine too. It allows you to choose who on your team is gonna start on which side, and that's good for different playing styles. | ||
-orb-
United States5770 Posts
On December 25 2008 01:11 Nightmarjoo wrote: Yeah it has 4 blocks. I kind of feel that it's better for it to be easy to mine. Means if you need to mine out your own in an emergency, that's not a problem. Means it's possible to mine out your opponent's block even if he is watching/guarding it. The advantage to having more are that it isn't a free exit as soon as you need it, have to wait to mine it out. I kind of prefer it be useable offensibly rather than only an escape route path, I think more is just going to limit it. The point is to make it something to worry about, and how you can choose if you want to use your own path, or to watch/guard it, etc. 1rax isn't ling tight? I kind of like it that way actually. I assume it's worker/zlot-tight though? I guess I ought to test it ~~ Makes sense, I guess it's nicer to allow some more cheese play with those mineral blocks. And no, even workers/zealots can get through with one rax, making it kind of dumb to wall it off :\ I remember in one of the games they walled with a rax and my probe went right through and stole the gasses (lol) | ||
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Empyrean
16950 Posts
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Nightmarjoo
United States3359 Posts
And ok kazokun, no ovy spot. Thanks for all your input guys, I basically expected gameplay to turn out the way it did in those three reps, but couldn't be sure before-hand lol. I have 0 experience in making 2v2 maps, let alone shared-main maps, so all your feedback (and games!) are really helping out a lot. | ||
pimptoss
United States6 Posts
TL- slugw0r7h iccup: wallbang TL- pimptoss iccup : clutch | ||
unsoundlogic
United States391 Posts
On December 24 2008 17:32 pachi wrote: what a whore My good name is dishonored ![]() | ||
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NeverGG
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United Kingdom5399 Posts
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Fontong
United States6454 Posts
"Shit we are getting owned by comps..." "Lol this build needs a revision." "Maybe we should just 4 pool and proxy 8/8 gate on this map..." | ||
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Empyrean
16950 Posts
![]() I still haven't played a single 2v2 game yet...or SC in weeks. I need to get on that. | ||
No_eL
Chile1438 Posts
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huameng
United States1133 Posts
Lots of byes :O And if anyone wants to get some games in before the tournament, you can probably find my partner and myself in op irc for the next few hours | ||
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