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[Map] Attempt no.3 - Page 2

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
June 15 2009 03:41 GMT
#21
On June 15 2009 12:40 R3condite wrote:
Show nested quote +

- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there

if u OD on these zerg become imba on the map...

OD?
POGGERS
Entertaining
Profile Joined September 2007
Canada793 Posts
June 15 2009 03:44 GMT
#22
I dont play on maps where i gotta break shit.
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
June 15 2009 03:46 GMT
#23
On June 15 2009 12:41 konadora wrote:
Show nested quote +
On June 15 2009 12:40 R3condite wrote:

- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there

if u OD on these zerg become imba on the map...

OD?

over do it... u got overminds everywhereeee
ggyo...
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
June 15 2009 03:52 GMT
#24
maybe remove the Overminds at starting locations? (Since there are already Hives at the corners)
POGGERS
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
June 15 2009 04:01 GMT
#25
Let's playtest this map.
Throw me a PM some time.
Or join IRC.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
June 15 2009 04:45 GMT
#26
[url blocked]
POGGERS
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
June 15 2009 04:52 GMT
#27
On the bottom main if you send SCV to one of the mineral patches it starts mining from behind? It looks like the long way around.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
June 15 2009 05:28 GMT
#28
Extremely awkward mains. Also, getting from the start location to the natural forces you to cross half of the map.

Not much deco in many areas such as the main.

All those eggs will make the sprite limit a lot more important. How many do you have there? Guess it wouldn't matter too much as they get killed as the game progresses.

Say goodbye to rushing with these distances and the neutral units.

Looks rather boring to play. Not much interesting going on in general.

Turtle Terran? They can get 3 easy gas and a fourth behind their mains by putting tanks on the cliff defending against most of the Protoss attack attempts.

Nat entrance is wider at 12 and 6 than at 3 and 9.
Lurgee
Profile Blog Joined April 2008
Australia252 Posts
June 15 2009 07:26 GMT
#29
Bottom and top are a little imba because they know from the start that they are walled off, but left/right positions are not sure if their opponents will be walled off from them.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
June 15 2009 07:32 GMT
#30
Maybe I should make the egg wall a diagonal one?
POGGERS
prOxi.Beater
Profile Joined December 2008
Denmark626 Posts
June 15 2009 11:43 GMT
#31
I would just make a small egg wall in the middle of those two walls and put minerals on either side, that's really what I meant with my previous comment. Splitting up the map even more would fefinitely be a bad decision IMO.
Nobody beats the Beater
GTR
Profile Blog Joined September 2004
51630 Posts
June 15 2009 11:48 GMT
#32
not to be rude or anything, but you are just simply being too radical here.
you should go back to basics and make a simple, basic macro map similar to othello or tau cross.
work on that, get a feel and then slowly add more complicated stuff such as neutral buildings with progressive maps.
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