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Really cool!
I assume these are foreigner made maps!
Just a piece of advice if you want to make these maps used just give bonus points to people that play these maps (a little more extra than the motw) and they'll get tested the fuck out of them :D
I don't really know what to think about them though.
How do you wall on these. Any pics?
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On January 01 2013 02:36 thezanursic wrote: Really cool!
I assume these are foreigner made maps!
Just a piece of advice if you want to make these maps used just give bonus points to people that play these maps (a little more extra than the motw) and they'll get tested the fuck out of them :D
I don't really know what to think about them though.
How do you wall on these. Any pics?
Walls were tested in the editor. It walls with two barracks. Two rows worth on all naturals.
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For the first map it looks very good for zerg in TvZ. Zerg can easily defend 4 bases because all minerals and gases are up on a ramp except for the natural. I'm just judging this off of looking at the map however.
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On January 01 2013 02:50 YPang wrote: For the first map it looks very good for zerg in TvZ. Zerg can easily defend 4 bases because all minerals and gases are up on a ramp except for the natural. I'm just judging this off of looking at the map however.
Terran can take an easy third also though
Also Zerg can do the same on Fighting Spirit.
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BTW Who gave you the assurance that these are gonna get uploaded.
The maps don't look bad or anything, but I really don't understand why not use Wind and Cloud or a couple of the BWMN maps. Why your maps specificaly?
Again I'm not insulting your work. I'm just wondering
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On January 01 2013 04:57 thezanursic wrote: BTW Who gave you the assurance that these are gonna get uploaded.
The maps don't look bad or anything, but I really don't understand why not use Wind and Cloud or a couple of the BWMN maps. Why your maps specificaly?
Again I'm not insulting your work. I'm just wondering
Because an ICCUP admin said that they are talking about putting my maps in the map pack.
They probably will, and I don't think it matters who's maps they choose. They choose random people's maps all the time.
Why my maps specifically is a silly way to look at it.
I basically showed them my maps and they wanted to add them. If you do the same and yours are just as good maybe they will do the same for you.
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Which admin did you talk with? How could we get more maps considered for the iccup map pack?
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yes yes, which admin did you ask?
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On January 01 2013 07:11 xboi209 wrote: yes yes, which admin did you ask?
Soldier said you guys are adding it to the map pack.
I'd really like to see some replays
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I already suggested you put 2 BWAI bots together if you really want some good replays :p
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On January 01 2013 09:25 xboi209 wrote: I already suggested you put 2 BWAI bots together if you really want some good replays :p
Okay well this thread isn't going as planned
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Who's soldier And who's you guys
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konadora
Singapore66071 Posts
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GRAND OLD AMERICA16375 Posts
2nd map, i would like to see 12 and 6 gases being moved closer towards the edges, since gas location is at disadvantaged compared to 3 and 6.
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konadora
Singapore66071 Posts
some of the nats in the first map needs to be fixed, some nat's minerals are by the side of map, some aren't, makes easier for defending at certain locations
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I agree that the gasses should be moved further out
I fixed it in the actual map
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3rds on both maps are much closer when expanding clockwise - if you spawn counterclockwise you'll have a significantly harder time expanding away from your opponent (aka positional imbalance).
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On January 01 2013 19:50 -NegativeZero- wrote: 3rds on both maps are much closer when expanding clockwise - if you spawn counterclockwise you'll have a significantly harder time expanding away from your opponent (aka positional imbalance).
Not sure what you're even talking about.
http://www.teamliquid.net/tlpd/images/maps/237_Fighting Spirit.jpg
Look at fighting spirit. The thirds are the same.
Please no more stupid opinions
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On January 02 2013 01:22 asdffdsa wrote:Show nested quote +On January 01 2013 19:50 -NegativeZero- wrote: 3rds on both maps are much closer when expanding clockwise - if you spawn counterclockwise you'll have a significantly harder time expanding away from your opponent (aka positional imbalance). Not sure what you're even talking about. http://www.teamliquid.net/tlpd/images/maps/237_Fighting Spirit.jpgLook at fighting spirit. The thirds are the same. Please no more stupid opinions No, they actually aren't - it's true that the clockwise 3rds on FS are slightly closer and easier to defend, but at least the ground distances to the 3rds in both directions are reasonably close, and it is theoretically feasible to expand in either direction. But on both of your maps, the difference in distances is greatly exaggerated (ramps to the clockwise 3rds are practically right next to the nats) to the point where, in certain matchups, it basically is only feasible to expand clockwise. Not saying this will break the maps - that is unlikely - but it has the potential to cause some imbalances.
Edit: this mostly applies to the first map, but I think it is still an issue with the second map to a lesser degree.
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