Thoughts?
Personally, I'm tired of the outer bases never being used and the entire thing being zvz.
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SiegeTanksandBlueGoo
China685 Posts
Thoughts? Personally, I'm tired of the outer bases never being used and the entire thing being zvz. | ||
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Tooplark
United States3977 Posts
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Ra.Xor.2
United States1784 Posts
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GHOSTCLAW
United States17042 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=91666¤tpage=8 A few interesting ways that you could think about balancing it would be to make the gas geysers buildable, but I don't think that you can put them close enough to create the unit size issues that you want while still making them buildable. Another way you could balance it would be by reducing the health of the neutral buildings that provide the second pathway into the nat. This could possibly allow the fast vult no dropship play to work, but it's not going to help protoss all that much. | ||
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konadora
Singapore66356 Posts
- Make the main + nat higher ground, sort of like Troy. This will allow easier defense for Terrans and Protoss, although it might help the zerg too due to higher ground sunkens or lurkers. - Reduce Xel'Naga temple's HP to 75% Faster destruction, faster push, harder for Zerg. This is for melee version of course :< But the OP's idea is pretty neat, won't be playable on ICCup though ![]() | ||
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Chill
Calgary25987 Posts
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Wurzelbrumpft
Germany471 Posts
On May 11 2009 01:50 Chill wrote: Yes let's add UMS features to a proleague map. Wait, what? they play all their games in ums anyway.. | ||
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konadora
Singapore66356 Posts
On May 11 2009 01:52 Wurzelbrumpft wrote: Show nested quote + On May 11 2009 01:50 Chill wrote: Yes let's add UMS features to a proleague map. Wait, what? they play all their games in ums anyway.. That's only because of the 'observer' requirement, not for some fancy triggers. | ||
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Klive5ive
United Kingdom6056 Posts
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Ideas
United States8141 Posts
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n
United States48 Posts
On May 11 2009 01:53 Klive5ive wrote: Let's make a beacon in both bases. If you put 2 marines on the beacon you get a Jim Raynor. Your idea is good, but it's pointless if there aren't light-switch and masser beacons at the bottom right corner. | ||
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konadora
Singapore66356 Posts
On May 11 2009 01:59 n wrote: Show nested quote + On May 11 2009 01:53 Klive5ive wrote: Let's make a beacon in both bases. If you put 2 marines on the beacon you get a Jim Raynor. Your idea is good, but it's pointless if there aren't light-switch and masser beacons at the bottom right corner. Yeah, turn it into Zone Control /w Mass Attack. =/ | ||
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Itachii
Poland12466 Posts
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Scyther3176
United Kingdom13 Posts
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Avidkeystamper
United States8556 Posts
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Latham
9564 Posts
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AlwaysGG
Taiwan952 Posts
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Chef
10810 Posts
+ Show Spoiler + JK, I actually think the idea of UMS triggers and such are the next step in progaming maps, but I don't think anyone is ready for enemy turrets... Not to mention it would be really annoying trying to stop your terran units from attacking the turrets while they're standing around/you're trying to run your marines to defend against turrets. To change the balance of this map (while being playable in melee), they need to take the geyser out of the main. FE every game for gas... but at least it slows down the zerg mutalisk attack, while giving some other interesting gameplay changes (in an already wacky map). | ||
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SiegeTanksandBlueGoo
China685 Posts
On May 11 2009 02:32 Chef wrote: You could always make it a shadow rush map where every Terran unit builds 30% faster. + Show Spoiler + JK, I actually think the idea of UMS triggers and such are the next step in progaming maps, but I don't think anyone is ready for enemy turrets... Not to mention it would be really annoying trying to stop your terran units from attacking the turrets while they're standing around/you're trying to run your marines to defend against turrets. To change the balance of this map (while being playable in melee), they need to take the geyser out of the main. FE every game for gas... but at least it slows down the zerg mutalisk attack, while giving some other interesting gameplay changes (in an already wacky map). Make missile turrets indestructible and they won' be targeted at all by units. AI just treats it like it wasn't there. Maybe only 3-4, just enough to prevent the overlord from flying straight there. | ||
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SiegeTanksandBlueGoo
China685 Posts
On May 11 2009 01:50 Chill wrote: Yes let's add UMS features to a proleague map. Wait, what? Hi, I contributed to this thread. | ||
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