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HonestTea
5007 Posts
Current Version
Old Version
1. The tileset is now Jungle, instead of Twilight. Why? Because...
2. Only Jungle has a tile called "raised jungle." Raised jungle is important because it is the only tile in all of Starcraft that is a) higher than ground yet b)does not impede vision
... and this tile was used to make the borders for the mains in the new Longinus.
Thus, Longinus has Guillotine/Cultivation Period - like same-level chokes created by walls, except units have vision as if it were flat land.
As far as I know, this is the first time a main was constructed like this, so it should be interesting. Sorry Terrans.
3. There are now 10 mineral clumps in the main, instead of 9 from before. Sorry Zergs.
4. The expansions at 12, 5, and 9 are now only accessible by small units (like 815) and are not connected to the middle ground.
5. The middle ground is now mostly un-buildable terrain.
Two other bits of important map news
1. The neutral warp gates that were at each expo spot in Arkanoid have been replaced by four zerg cocoons with 250hp each(Kerrigan's cocoon from old missions). Who knows how this changes gameplay.
2. Changes made to New Peaks of Baekdu: a) one of the two ramps to the main is blocked by a small patch of minerals b) there is now gas at the nat (!!!) c) the ramp to the cliff that leads from the nat to the middle has been enlarged.
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wow neat. i thought terrans would own up longinus so maybe not as much now ;-!
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Longinus looks interesting. Hopefully it won't be yet another P>T>Z>P map.
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Is there a possible correlation between a map where P>T and the Z>P? Could those imbalanced be present for the same reasons? Could a map perfectly balanced PvT be extremely imba ZvP ?
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HonestTea
5007 Posts
On August 10 2006 06:40 Reason wrote: Is there a possible correlation between a map where P>T and the Z>P? Could those imbalanced be present for the same reasons? Could a map perfectly balanced PvT be extremely imba ZvP ?
Usually, the problem is if a map is somewhat balanced PvZ, then it'll be horribly T>>Z Terrans just have the best map adaptability... those stim-addicted bastards.
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nice.
sick of Luna tileset
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On August 10 2006 06:40 Reason wrote: Is there a possible correlation between a map where P>T and the Z>P? Could those imbalanced be present for the same reasons? Could a map perfectly balanced PvT be extremely imba ZvP ? Mercury, Bifrost
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lance pierces moon! moon no jungle!!111
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On August 10 2006 06:50 IamLove wrote:Show nested quote +On August 10 2006 06:40 Reason wrote: Is there a possible correlation between a map where P>T and the Z>P? Could those imbalanced be present for the same reasons? Could a map perfectly balanced PvT be extremely imba ZvP ? Mercury, Bifrost PvT on these maps is as ugly as PvZ :/
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On August 10 2006 06:59 SP)diQ wrote:Show nested quote +On August 10 2006 06:50 IamLove wrote:On August 10 2006 06:40 Reason wrote: Is there a possible correlation between a map where P>T and the Z>P? Could those imbalanced be present for the same reasons? Could a map perfectly balanced PvT be extremely imba ZvP ? Mercury, Bifrost PvT on these maps is as ugly as PvZ :/ If that's the case then the answer has not yet been found. I don't understand every aspect of this game, I don't think anyone does, and I'm not an experienced map creater either, but what I'm getting at is that if the reasons for P>T on a map are the same for Z>P on a map, then if we make a map which is completely balanced PvT we won't have such Z>P imbalances. I'm probably wrong, but this P>T>Z>P scenario must have a reason... All responses welcome.
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On August 10 2006 07:05 Reason wrote:Show nested quote +On August 10 2006 06:59 SP)diQ wrote:On August 10 2006 06:50 IamLove wrote:On August 10 2006 06:40 Reason wrote: Is there a possible correlation between a map where P>T and the Z>P? Could those imbalanced be present for the same reasons? Could a map perfectly balanced PvT be extremely imba ZvP ? Mercury, Bifrost PvT on these maps is as ugly as PvZ :/ If that's the case then the answer has not yet been found. I don't understand every aspect of this game, I don't think anyone does, and I'm not an experienced map creater either, but what I'm getting at is that if the reasons for P>T on a map are the same for Z>P on a map, then if we make a map which is completely balanced PvT we won't have such Z>P imbalances. I'm probably wrong, but this P>T>Z>P scenario must have a reason... All responses welcome. It usually just comes down to travel distances between expansions and large center area battleground and flanking opportunities. P wants that against T just like Z wants that against P. So I think 3 player maps are -in theory- bad for PvZ, since zerg can get the extra main and not protoss etc.
But games on this map may turn out cool anyway so.
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in general p>t and z>p tend to come together because the same map styles account for both. large open spaces good for mass unit maneuvering and flanking. not too easy for t (in pvt) and p (in zvp) to secure econ safely, but easy enough for the opposing races to get enough econ to get their large masses going.
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Wait, on second thought, I forgot about the narrow ramp, so protoss may treat the highground expansions like islands and secure their third gas (for PvZ). This may very well be a greatly balanced map for all matchups, only question remaining then TvZ, since terran should be able to use those ramps and highground for something TvP. Awesome.
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Min only is there 2 allow P double expo PvT as a counter 2 T fast CC.
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On August 10 2006 08:19 SP)diQ wrote: Min only is there 2 allow P double expo PvT as a counter 2 T fast CC. Terran can't fast expo here easily or at all. There's no ramp to defend main.
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wow, seem to be very interesting, btw, what will pgt map pack be next season?
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The amount of minerals that has been placed on Longinus is much higher than any other map I can think of. 10 at main, 8 at nat, 7 at min only and 8 at 2nd gas expo is alot and this will definately favour toss players imo. Just compare it with LT for example (8+8+6) or Luna (9+7+6) or some other map.
And also this is only the 2nd map after Neo Forte with 10 minerals at the mains.
Things like these do have an impact on the game, and I don't see many people taking this into consideration when judging a map for balance. Just my opinion.
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It looks like a really fun map. I hope it's included in PGT10
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