On June 13 2009 10:24 Crimson)S(hadow wrote:omg i see spartan here too -_- anyways one thing wrong with FMP is the gigantic choke which T cannot wall, so they are forced to mm vs toss.
base to base distances vary so much, and the middle//choke is buildable.
you don't have to expo, so you really only have one base to protect. so macro is easy. you f2 theres all your nexus. you f3 theres all your gates.
(note that expo can incredibly increase income; since most people make about 50-60 mineral gathers, and most stacks have 30-50, so the 10-20 or so excess workers can gather from the extra mineral stack. some zerg also like to gas expo for a total of 15 gas, if they are going guardians)
and since money income is faster but build time for buildings stay the same, toss will lay down have 2 gate instead of 1 gate when pylon is done. this, and because stack worker is accepted as legal play, ling rush isn't as affective, especially with gas that you use to stack surrounding you everywhere. t
here is no ramp which means no high-ground to low-ground transition with passage that only allows 2 or 3 zlots at a time; it is a gigantic choke that T can't wall, so zlots reign supreme. in team play mid build gayness and also cannoning a terran up is very viable because the middle is buildable, and the choke is so big T won't mech anyway.
i try to create better fastest maps, but the strange features make it so that any regular fastest player blindly dislikes it, even if they are terran. here is one i created
-some features is that: all bases are chokable with 1 supply 1 rax, althrough 12 and 6 lings can run through wall... i'm debating one whether i should fix it so the supply can be made on top of the rax, but that would change the pathways of 12 and 6 to a point where ordinary fastest players wouldn't like it
-also yes those 3 neutral command centers for Z to infest, inspired by holy world, but most Z are too lazy to make use of it anyway, and would rather stick to standard play. theres 3 for each player so that hydras can only attack the cc's that are offset to you, except bottom left and bottom right can get ones on top of theirs since the cliff isn't as cliff. debating whether i should take the time to fix it, but it doesn't really matter much in a real game anyway.
-also one of the problems that most fastest have,
including the one spartan uses for his league is that 1 and 11 are able to tank 3 and 9's top respectably, if they are terran, where almost all race makes the critical extra nex/command center/hatch//tech. i told spartan to fix it but stupidly he said "true it would be good but it just wouldn't be fastest"
also in most fastest 1 can tank 12's left side,which is where most people build their tech buildings (between the gas and cliff is 3 spaces, enough to fit a core//citadel//archives//ect, or in some cases, like my map, 4 spaces, so that people are able to make 2 rows of cannons to defend their minerals from storm drops and what not.
edit:i made it so that there are enough spaces(12 spaces) in between bases that they cannot be tanked from the sides in this map too, except 7 and 5 can tank 9 and 3's bottom a tad, though it doesn't bother most people since thats unpopular places to build tech.
comments? theories? suggestions for my maps? planning on making middle unbuildable, but most people would just bitch about it