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[Map] Another map

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-08-11 12:38:21
May 25 2009 13:31 GMT
#1
After my first failed attempt, I spent some time making another, looking through a few other maps that were deemed decent. Here's the result:

Latest:
[image loading]


Changelog
- Added 5x stacked temples at the long-ends of the middle high ground ramps.
- Added 15x 0 minerals near the corners to block vision (yet to test if this works)

PvP replay: http://www.repdepot.net/replay.php?id=13438
TvP replay: http://www.repdepot.net/replay.php?id=13439

+ Show Spoiler [Fourth draft] +
[image loading]


Changelog
- Assimilators at nat ramp removed
- Replaced assimilators at 12 and 6 expos with neutral geysers than can be built on
- Widened the choke where there are 3 mineral patches. Units can now flow through, but need to mine for more units to get out quickly
- Heavily redesigned 1/2/4/7/8/10 expos
- Redesigned the corner of the middle higher ground platform
- A small mid-wide ramp size fix


+ Show Spoiler [Third Draft] +

[image loading]


Changelog
- Removed ramp with stacked minerals
- Moved assimilators from 11/5 to 12/6 expos
- Shifted the mineral line at 12 and 6 expos
- Removed gas at 12 and 6
- Shifted mineral line at high ground nat
- Changed 2/8 expo design a bit
- Added gas at 2/8 expo

Just thinking:
Should I change the assimilators at 12 and 6 to geysers instead?


+ Show Spoiler [2nd draft] +

[image loading]


Changelog
- Added assimilators to ramp near Xel'Naga temple, where both can be destroyed AND one can be rebuilt. (Small to medium units will be able to pass through when there is 1 assimilator built, only marine/medic for refinery and none for extractors)
- Replaced neutral assimilators with neutral geysers at 11 and 5 where you can build on them later.
- Removed gas at 2 and 8 expos
- Added gas at 12 and 6 expos
- Readjusted the mineral line at 4/10 expo (mineral mining problem)
- Readjusted the 3 mineral patches to 24 minerals
- Slightly adjusted the nat size

Edit: I'm thinking about removing the ramp with stacked minerals, removing the neutral geyser blocks and add assimilators near the 12/6 expos instead. How does that sound?


+ Show Spoiler [First draft] +

[image loading]


Map info:
Resources
(All minerals and gases are 1500 and 5000 respectively unless stated)
Mains: 10M + 1G
Nat: 7M + 1G
4/10 Expos: (5+3)M + 2G, Minerals are 1000 each and gases are 2500 each
2/8 Expos: 7M + 1G
1/9 Corner Expos: 5M + 1G
12/6 Expos: 5M

Features
- You can wall off your main with 1 supply 1 rax
- Neutral Assimilators at 5 and 11 that can be destroyed to make a wall (haven't tested if it can be rebuilt)
- The mineral stacks near the assimilators are 0 minerals stacked 15 times.
- The 3 mineral patches near the nat are worth 18 minerals each.
- Xel'Naga temples are not stacked.
- Minerals are 1 and 9 corner on the ramps are worth 40 minerals.
- You can build your town hall between the geysers at 4 and 10 to get 2 gas fast, but it will mine minerals slower and block army pathing, which forces you to mine out the 3 mineral patches, destroy the Xel'Naga temples and/or mine out the 15x0 stacked minerals.
- Player who holds the center area has the map advantage


Comments? Suggestions? All welcome~

Map download: http://www.mediafire.com/?alyn4uf0mkm
POGGERS
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
May 25 2009 13:39 GMT
#2
What's the fastest route for scouting?
Moderator@TLPholon // "I need a third hand to facepalm right now"
Evilmonkey.
Profile Blog Joined April 2006
United States1628 Posts
May 25 2009 13:39 GMT
#3
Haha that looks pretty awesome at first glance man. Mad props for all the diffrent work you do for this community.
WWBD- What would Boxer do?
YPang
Profile Blog Joined April 2007
United States4024 Posts
May 25 2009 13:40 GMT
#4
this actually looks pretty interesting
sMi.Gladstone | BW: B high| SC2: gold T_T
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 25 2009 13:41 GMT
#5
On May 25 2009 22:39 Pholon wrote:
What's the fastest route for scouting?

Fastest route is to go through assimilators and turn at the 1/7 corners of the maps and get there (early game). Later on, it'll be through the path created by destroying Xel'Naga temples, mining out the 3 mineral patches and through the middle.
POGGERS
whatusername
Profile Blog Joined November 2008
Canada1181 Posts
May 25 2009 13:41 GMT
#6
isnt this really imbalanced ZvP considering that there's no ramp and there's two entrances to the base
im gay
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-05-25 13:45:18
May 25 2009 13:44 GMT
#7
Destroy assimilators + use cannons to prevent mining out the stacked minerals = only 1 entrance.

On May 25 2009 22:39 Evilmonkey. wrote:
Haha that looks pretty awesome at first glance man. Mad props for all the diffrent work you do for this community.


Lol I don't really think of this as a 'contribution' to the community, more like the community helping me out. This was really out of my own interest
POGGERS
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
May 25 2009 13:48 GMT
#8
This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank)

And i think its P>T but i'm not sure

for tvz, i have no clue
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
Last Edited: 2009-05-25 13:51:49
May 25 2009 13:49 GMT
#9
On May 25 2009 22:44 konadora wrote:
Destroy assimilators + use cannons to prevent mining out the stacked minerals = only 1 entrance.

Show nested quote +
On May 25 2009 22:39 Evilmonkey. wrote:
Haha that looks pretty awesome at first glance man. Mad props for all the diffrent work you do for this community.


Lol I don't really think of this as a 'contribution' to the community, more like the community helping me out. This was really out of my own interest


Dude there's a 2nd ramp to nat and 1 temple is not hard to destroy with 8-10 lings
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 25 2009 13:51 GMT
#10
Mm I'll think of something.. also found a bug
POGGERS
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
Last Edited: 2009-05-25 14:19:13
May 25 2009 13:54 GMT
#11
On May 25 2009 22:48 Hyperionnn wrote:
This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank)

And i think its P>T but i'm not sure

for tvz, i have no clue


TvZ sparks cleans up due to 2 entrances and no where to put sunks, this map is only playable mirrors + TvP.

Edit: It looks nice and its probably fun to play, but good thumbs up rule for maps, the weirder and cooler they look the more imbalanced they probably are. Defending vs muta is going to be really awkward on this map too.

Also if those temples arent stacked, defending vs 3hat hydra from 3 fronts is basically impossible unless you go 1gate tech into fast HTs which is still difficult since its a reversed ramp. 2 openings + nowhere to put static defense + 1 potential opening makes it very difficult to defend vs certain all ins like 2/3hat hydra or 3hatling with mining patch vP and spark sunk breaks TvZ.

Edit2: If you really want to make this map interesting, delete the ramp min pathway to the nat and build dead geyesers which can be buildable while having 0 gas, that should be entertaining.

Edit3: You might also want to fix positioning at nat minerals to allow P to snipe tanks or vults if they are hitting from the back of the ledge so goons can go behind the min line If you know what i mean, any P/Z will know what im talking about in Andromeda min only, it allows for more interesting rushes but balances the map out. Making more space behind min line also makes 2hat muta with mutas vT out less effective and not an autowin if JD is playing.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
May 25 2009 13:55 GMT
#12
Looks really cool, might be a bit imba for Z to get 4 gas so easy, but seeing as its only 2500 in thoses geysers, maybe not. I like the long ramp splitting the map, kind of a blue-storm feel to it.
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
May 25 2009 13:55 GMT
#13
On May 25 2009 22:54 samachking wrote:
Show nested quote +
On May 25 2009 22:48 Hyperionnn wrote:
This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank)

And i think its P>T but i'm not sure

for tvz, i have no clue


TvZ sparks cleans up due to 2 entrances and no where to put sunks, this map is only playable mirrors + TvP.


Yeah you are right about that
Archaic
Profile Blog Joined March 2008
United States4024 Posts
May 25 2009 13:57 GMT
#14
On May 25 2009 22:54 samachking wrote:
Show nested quote +
On May 25 2009 22:48 Hyperionnn wrote:
This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank)

And i think its P>T but i'm not sure

for tvz, i have no clue


TvZ sparks cleans up due to 2 entrances and no where to put sunks, this map is only playable mirrors + TvP.

Edit: It looks nice and its probably fun to play, but good thumbs up rule for maps, the weirder and cooler they look the more imbalanced they probably are. Defending vs muta is going to be really awkward on this map too.

It'll just happen like it does on the old version of Lost Temple, don't 12 hatch at your natural so you can sunken up. Though it will make 2 base play significantly harder, so not many people will be pulling Jaedongs.
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
May 25 2009 14:02 GMT
#15
On May 25 2009 22:57 Archaic wrote:
Show nested quote +
On May 25 2009 22:54 samachking wrote:
On May 25 2009 22:48 Hyperionnn wrote:
This map is Z>>>>>P (Seriously you cant defend your 3rd base, heck even you cant get your nat, 4 possible routes to main and nat and really easy to flank)

And i think its P>T but i'm not sure

for tvz, i have no clue


TvZ sparks cleans up due to 2 entrances and no where to put sunks, this map is only playable mirrors + TvP.

Edit: It looks nice and its probably fun to play, but good thumbs up rule for maps, the weirder and cooler they look the more imbalanced they probably are. Defending vs muta is going to be really awkward on this map too.

It'll just happen like it does on the old version of Lost Temple, don't 12 hatch at your natural so you can sunken up. Though it will make 2 base play significantly harder, so not many people will be pulling Jaedongs.


If you dont hatch at your nat you are still in deep shit as the sunks will be fighting up ramp if the T goes for a 2 base sunk bust which means youll even have to build more sunks. The sunk placement looks really awkward, but this map is really strong for 2hat muta vs standard play due to min placement, mech is going to be really troublesome too with vults having 2 pathways early game making it really hard to defend unless you put the hatch in the position you mentioned which puts Z way behind as he needs to build more sunks later on to defend mech at nat.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 25 2009 14:13 GMT
#16
Okay did some adjustments, going through mechanics testing, will update OP if all bugs are fixed

Thanks for all the response so far guys!
POGGERS
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
May 25 2009 14:21 GMT
#17
On May 25 2009 23:13 konadora wrote:
Okay did some adjustments, going through mechanics testing, will update OP if all bugs are fixed

Thanks for all the response so far guys!


Np, I added a few suggestions, I would love to play on this map, I love to all in with all 3 races so it seems to be pretty interesting. Try to figure a way to allow for static defense without ruining your whole idea of the map.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
The Raurosaur
Profile Joined April 2009
198 Posts
May 25 2009 14:28 GMT
#18
It looks too complicated. There's the assimilators, the Xel'Naga temples, the 0 minerals on the ramp, and the line of minerals beside the nat ramp... It feels as if you've tried to cluster every cool map feature into one area, and the result feels a little messy. The nat also looks very small and hard to work with. Is it possible to sneak into the main without being seen by the opponent? Proxy gate potential perhaps?
:(){:|:&};:
qaswedfr25
Profile Blog Joined July 2008
United States212 Posts
May 25 2009 14:28 GMT
#19
erm, no easily ascessible gas nat for zerg is not fun
YPang
Profile Blog Joined April 2007
United States4024 Posts
May 25 2009 14:31 GMT
#20
This map is definatly P > T no doubt...
sMi.Gladstone | BW: B high| SC2: gold T_T
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 25 2009 14:32 GMT
#21
On May 25 2009 23:28 The Raurosaur wrote:
It looks too complicated. There's the assimilators, the Xel'Naga temples, the 0 minerals on the ramp, and the line of minerals beside the nat ramp... It feels as if you've tried to cluster every cool map feature into one area, and the result feels a little messy. The nat also looks very small and hard to work with. Is it possible to sneak into the main without being seen by the opponent? Proxy gate potential perhaps?

With fast mineral hopping it's possible to proxy gate in the main, but I don't know about the timing. You can proxy at the nat or below the nat.

Just finished mechanics checking, will be updating OP in a minute.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 25 2009 14:39 GMT
#22
Okay updated op
POGGERS
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
May 25 2009 15:04 GMT
#23
On May 25 2009 23:28 The Raurosaur wrote:
It looks too complicated. There's the assimilators, the Xel'Naga temples, the 0 minerals on the ramp, and the line of minerals beside the nat ramp... It feels as if you've tried to cluster every cool map feature into one area, and the result feels a little messy.

I sort of agree with this. Map features such as these are great to promote creative play, invention of new strats and in a way the evolution of SC, but they shouldn't be overdone. Having all of these things seem a bit excessive.

Map looks cool though! Keep working on it and try to balance it as much as possible.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 25 2009 15:27 GMT
#24
Didn't see samachking's suggestions, so I redid a bit based on his suggestions. Updated once again
POGGERS
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
May 25 2009 15:34 GMT
#25
I dont know about the assimilators on the ramp, did you try running goons or goliaths down there? I assume its going to be quite painful,otherwise looks better, But you still dont want 2 openings in your base which deny normal 12 hatch expand ZvT and FE PvZ, 2 staples of modern play, you really cant, I liked the 2 dead geysers that are build able in the previous version more. If you want to work on it, work in it for a while before updating and you can get yourself a decent map, gj on the work so far, I am a fan of 2 player maps.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
May 25 2009 15:37 GMT
#26
I enjoy abstract maps like this, but I think you need some form of a natural in order to give people a chance to play your map. As of now it seems T and Z are going to be under constant assault because there's so many entrances to the natural. Then there appears to be 3 bases side-by-side at 10 and 4, which I can't see being balanced.
Moderator
jinwoooooooo
Profile Blog Joined November 2007
United States176 Posts
May 25 2009 16:22 GMT
#27
I really can't see any way this map would be P>T. It's so easy for terrans to creep along the sides and eat up bases, and it looks really difficult for P to attack any terran base. I think this map screams T>P.

On a side note, have you ever considered how the pathings are on this map? I can sense a whole lot of trouble due to clutter (namely, the nat and the 4/10 o clock expansions)
Alventenie
Profile Joined July 2007
United States2147 Posts
May 25 2009 16:39 GMT
#28
For zvt people keep saying there is problems with the multiple entrances to the base. I think that if you deny the terran scouting by blocking the assims at your min only (the fastest way to scout before temples/minerals cleared), forcing him to go around, to the other wall. You could then send your first lings to kill the min only assims (and send 1 to block your natural assims). Once the min only assims are destroyed i don't see too much of a problem vs an early rush from terran, you can wall your assim and the temples take time to destroy.

I could see a 3 hat doing fine vs a terran if you put your 3rd hat above the xelnaga temples rather than at the min only.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 25 2009 16:59 GMT
#29
lol what maps did you look at ._.

I think that if you removed all the neutrals, the map wouldn't work. So I think you need a more solid/standard foundation to your map. But, this is definitely better than your last map; improvement is sometimes rare in mappers these days tt.

You're welcome to upload the map to broodwarmaps.net at any time oO It's made for uploading maps lol.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
PH
Profile Blog Joined June 2008
United States6173 Posts
May 25 2009 22:16 GMT
#30
There are seven bases and six gasses per player...which is insane.

Most four player maps have only 3.5 to 4 bases per starting location, and only three gasses per starting location. Two player maps generally have 4 or 5 with four gasses per player.
Hello
Dgtl
Profile Blog Joined December 2008
Canada889 Posts
May 25 2009 22:21 GMT
#31
So many gases, so close to together. This map kinda look like paranoid andriode.

Another thing is that you can cliff 2 bases from 1 spot. This map looks like a zerg map seeing as there are soooooo many gases so easily accessed.

I have one question too, how do you make the ramps so big (would go for bridges as well)
^______________^
YPang
Profile Blog Joined April 2007
United States4024 Posts
May 25 2009 22:24 GMT
#32
On May 26 2009 00:37 Chill wrote:
I enjoy abstract maps like this, but I think you need some form of a natural in order to give people a chance to play your map. As of now it seems T and Z are going to be under constant assault because there's so many entrances to the natural. Then there appears to be 3 bases side-by-side at 10 and 4, which I can't see being balanced.


nobody ever plays on maps thats not in iccup map pool anyways
sMi.Gladstone | BW: B high| SC2: gold T_T
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 26 2009 08:04 GMT
#33
Updated! Please please take a look and leave your thoughts/comments on how I can improve! Thanks!

On May 26 2009 07:21 Dgtl wrote:
I have one question too, how do you make the ramps so big (would go for bridges as well)


Use the ramps and tilesets they provide at broodwarmaps.net
POGGERS
kNife
Profile Joined December 2008
Malaysia70 Posts
May 26 2009 08:39 GMT
#34
its a nice map ..
but i don like the gas -,-l
kuala lumpur
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 26 2009 08:47 GMT
#35
On May 26 2009 17:39 kNife wrote:
its a nice map ..
but i don like the gas -,-l

Where?
POGGERS
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
May 26 2009 08:49 GMT
#36
Looks great, as long as the two buildable guysers are 0 gas. Once you take your nat, you're pretty much guaranteed your third as well, which sounds imba but I don't think it will be. Only one entrance unless someone sneakily makes an assim/refinery/extractor, which could lead to creative plays imo.
u gotta sk8
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 26 2009 08:54 GMT
#37
Yup, 0 gas. You can build on them and mine gas from both, so you can get +4 gas income

You can build an assimilator/refinery to sneak in a proxy, don't have to complete them. Just build, go through, cancel, and start building your proxy. Tested it
POGGERS
GTR
Profile Blog Joined September 2004
51679 Posts
May 26 2009 09:53 GMT
#38
have you play tested the map with anyone? if not i will.
Commentator
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 26 2009 09:54 GMT
#39
On May 26 2009 18:53 GTR wrote:
have you play tested the map with anyone? if not i will.

nobody =(

iccup gogo
POGGERS
PH
Profile Blog Joined June 2008
United States6173 Posts
May 26 2009 10:03 GMT
#40
It's gonna suck ass for ZvP...toss can rebuild the assims and go in and snipe the second natural with a string of speedlots super-quick...:\
Hello
Ziph
Profile Blog Joined March 2008
Netherlands970 Posts
May 26 2009 10:17 GMT
#41
This map looks pretty fuckin awesome yo.
Starcraft 2 - Beta
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 26 2009 10:44 GMT
#42
On May 26 2009 19:03 PH wrote:
It's gonna suck ass for ZvP...toss can rebuild the assims and go in and snipe the second natural with a string of speedlots super-quick...:\

The one at the corners or wad?
POGGERS
PH
Profile Blog Joined June 2008
United States6173 Posts
May 26 2009 20:04 GMT
#43
Umm, it looks like there are two naturals that one can take...the one on high ground that is ramped, and the mineral only that has the two geysers. If Z double expos, toss can do a quick timing attack with lots and a probe, building assims, then just rushing in and sniping the hatchery.
Hello
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
Last Edited: 2009-05-26 22:11:57
May 26 2009 22:08 GMT
#44
The temples could be a problem for pvz, cause it can be taken down before the p player actually macro up, and whats with the gases near the min only expansions. Pointless to put them there if you're not going to assimlators on it.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
IntoTheWow
Profile Blog Joined May 2004
is awesome32281 Posts
May 26 2009 22:11 GMT
#45
I really like the design!
Moderator<:3-/-<
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 26 2009 22:17 GMT
#46
On May 27 2009 05:04 PH wrote:
Umm, it looks like there are two naturals that one can take...the one on high ground that is ramped, and the mineral only that has the two geysers. If Z double expos, toss can do a quick timing attack with lots and a probe, building assims, then just rushing in and sniping the hatchery.


You can build a building between the geysers to block the Protoss, even if they build an assimilator. So you can make an evo chamber there and put one or two sunkens behind it.

On May 27 2009 07:08 MuffinDude wrote:
The temples could be a problem for pvz, cause it can be taken down before the p player actually macro up, and whats with the gases near the min only expansions. Pointless to put them there if you're not going to assimlators on it.


I purposely changed them to geysers instead of assimilators rofl...
POGGERS
PH
Profile Blog Joined June 2008
United States6173 Posts
May 27 2009 08:22 GMT
#47
On May 27 2009 07:17 konadora wrote:
Show nested quote +
On May 27 2009 05:04 PH wrote:
Umm, it looks like there are two naturals that one can take...the one on high ground that is ramped, and the mineral only that has the two geysers. If Z double expos, toss can do a quick timing attack with lots and a probe, building assims, then just rushing in and sniping the hatchery.


You can build a building between the geysers to block the Protoss, even if they build an assimilator. So you can make an evo chamber there and put one or two sunkens behind it.

Hmm...an evo chamber, maybe. I guess you were going for that kind of a map feature?

I guess it just makes me uncomfortable as a zerg player. Thing is, though, with the way it's set up, fast three hatch zerg will be popular. I just think it sucks that toss can time an attack for just when the 2nd hatch would finish, either forcing a cancel if zerg placed the higher ground hatch first, or killing it off. Iirc, assims don't need to be complete in order to let units through, so then toss can just cancel and only lose 50mins instead of 200.

My two cents.
Hello
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-05-27 08:26:34
May 27 2009 08:24 GMT
#48
Okay just test-played with GTR, man the assimilators are such a bitch. But they're fun to use.

PvP was pretty fun, TvT was lol. Also played TvZ (i was Z), where GTR used scv to build 1 refinery and did a backdoor marine/medic/firebat rush. Pretty sweet. Didn't save the replay though =/
There was also a ZvZ, forgot to save that as well.

Added the replay into OP, download the latest version from the link (below the picture on the right, which reads (2) Drift ).

Also did a slight change, will be updating the pic.
POGGERS
omninmo
Profile Blog Joined April 2008
2349 Posts
May 27 2009 12:59 GMT
#49
someone's been studying battle royale
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
May 27 2009 13:27 GMT
#50
looks like Hwangdro + Blue Storm to me....
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 28 2009 04:54 GMT
#51
Hwarangdo? How?
POGGERS
Comeh
Profile Blog Joined July 2008
United States18919 Posts
May 28 2009 05:01 GMT
#52
YOU CAN SIEGE THAT NATURAL IMBA IMBA IMBA
...
Er,
I mean looks like a pretty sweet map...I like the pandabearguy placement :D!
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 28 2009 05:05 GMT
#53
On May 28 2009 14:01 Comeh wrote:
YOU CAN SIEGE THAT NATURAL IMBA IMBA IMBA
...
Er,
I mean looks like a pretty sweet map...I like the pandabearguy placement :D!

Have yet to check whether that will be a great factor in TvT :3

I like pandabearguy, had to put him somewhere lol
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