As for the high group mechanics problems, IMHO it really comes down to having Colossi and Medivacs. Without those around ramps and cliffs would be far more difficult to attack. Obs can be sniped, Scans don't (contrary to popular Protoss belief) last forever, and Overlords/Seers are often put in a corner to have a nice tea party for the duration of the game.
Maps in the Balance - Page 9
Forum Index > News |
Mobius_1
United Kingdom2763 Posts
As for the high group mechanics problems, IMHO it really comes down to having Colossi and Medivacs. Without those around ramps and cliffs would be far more difficult to attack. Obs can be sniped, Scans don't (contrary to popular Protoss belief) last forever, and Overlords/Seers are often put in a corner to have a nice tea party for the duration of the game. | ||
DtorR
Australia171 Posts
| ||
Maynarde
Australia1286 Posts
On November 15 2011 11:20 DtorR wrote: Hmm how does one design a map for starcraft? Where would you begin? With the map editor ![]() | ||
57 Corvette
Canada5941 Posts
OH GOD WHY | ||
Meta
United States6225 Posts
| ||
DtorR
Australia171 Posts
LOL I know the tool used to make maps however I was wondering like do you first draw it on paper to get an idea on what the map will look like? What are the steps needed to produce a map that is of tournament standard? | ||
eTcetRa
Australia822 Posts
| ||
GhandiEAGLE
United States20754 Posts
| ||
![]()
disciple
9070 Posts
| ||
Sanguinarius
United States3427 Posts
| ||
![]()
KristofferAG
Norway25712 Posts
| ||
![]()
disciple
9070 Posts
And yes, Bisu's understanding for the maps and the game in general its in a class of its own. I cant wait for the Revolutionist to step up into the sc2 scene | ||
Drunkface
United States46 Posts
| ||
Torte de Lini
Germany38463 Posts
Making insane games fucking hilarious! | ||
garlicface
Canada4196 Posts
On November 15 2011 11:49 disciple wrote: and FS is bs for midgame pvz, it was not until bisu showed how do play fast speed lots 2006 style on it. the concept of good PvZ map is the progression towards a late game 4th base. 3rd on FS is easy to get for toss, after that it gets nasty. Once zerg secures his 3rd its really hard for toss to win but thats not relevant for the post in any way, amazing write up. And yes, Bisu's understanding for the maps and the game in general its in a class of its own. I cant wait for the Revolutionist to step up into the sc2 scene YOHOHO~ You went there! ![]() | ||
![]()
disciple
9070 Posts
I just want to see him on TV more often | ||
Techno
1900 Posts
| ||
Silidons
United States2813 Posts
| ||
theBizness
United States696 Posts
![]() | ||
WarSame
Canada1950 Posts
On November 15 2011 11:49 disciple wrote: and FS is bs for midgame pvz, it was not until bisu showed how do play fast speed lots 2006 style on it. the concept of good PvZ map is the progression towards a late game 4th base. 3rd on FS is easy to get for toss, after that it gets nasty. Once zerg secures his 3rd its really hard for toss to win but thats not relevant for the post in any way, amazing write up. And yes, Bisu's understanding for the maps and the game in general its in a class of its own. I cant wait for the Revolutionist to step up into the sc2 scene Wait, what? Once Z gets his third... he gets his third like 3 minutes into the game, man. Did you mean P? | ||
| ||