On January 11 2008 13:26 rushz0rz wrote:
WHEN CAN WE DL???
WHEN CAN WE DL???
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Deleted User 31060
3788 Posts
On January 11 2008 13:26 rushz0rz wrote: WHEN CAN WE DL??? | ||
Bazse
Hungary582 Posts
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Carnac
Germany / USA16648 Posts
On January 11 2008 13:15 Live2Win wrote: Open the mapeditor and pick the desert tileset - what you see there is "high crags" (also available as not elevated terrain "crags" (none on this map though) and it's buildable, doesn't block off anything. It's nothing more than a different colour basically.. (like @ djungle tileset where you have jungle/mud/dirt, which are all buildable).My comments: This map has a very confusing and interesting concept. First of all I'm not sure if the that's a cliff or a wall that's blocking the main bases to their nats... it looks very similar to the "ditches" used in Martian Cross (old map) but when you look at the expansions at 3 and 9, they're overlapped by minerals. The description leads me to believe the bases aren\'t blocked off to their nat, but the design is mis-leading. | ||
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Live2Win
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United States6657 Posts
On January 11 2008 13:29 datscilly wrote: wow, very interesting new concepts for both maps! as for the assimilators: I'm pretty certain when they are destroyed, they reveal a vespane geyser underneath, and the reason the choke becomes smaller is because vespane geysers take up more space than assimilators. Oh, I thought about that. But I thought geyser and gas had the same sizes.... but as a newb campaign editor I have no real clue. I think that makes more sense though. | ||
LumberJack
United States3355 Posts
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Live2Win
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United States6657 Posts
On January 11 2008 13:34 Carnac wrote: Show nested quote + Open the mapeditor and pick the desert tileset - what you see there is "high crags" (also available as not elevated terrain "crags" (none on this map though) and it's buildable, doesn't block off anything. It's nothing more than a different colour basically.. (like @ djungle tileset where you have jungle/mud/dirt, which are all buildable).On January 11 2008 13:15 Live2Win wrote: My comments: This map has a very confusing and interesting concept. First of all I'm not sure if the that's a cliff or a wall that's blocking the main bases to their nats... it looks very similar to the "ditches" used in Martian Cross (old map) but when you look at the expansions at 3 and 9, they're overlapped by minerals. The description leads me to believe the bases aren\'t blocked off to their nat, but the design is mis-leading. yea that was my guess when I saw the expos at 9 and 3. But at first glance, the way "crags" are surrounding the bases you'd think they're blocking it off. | ||
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Carnac
Germany / USA16648 Posts
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Myxomatosis
United States2392 Posts
perhaps a zealot rush would be very viable pvt on troy in order to kill the assmiliators. | ||
FragKrag
United States11552 Posts
On January 11 2008 13:35 Live2Win wrote: Show nested quote + On January 11 2008 13:29 datscilly wrote: wow, very interesting new concepts for both maps! as for the assimilators: I'm pretty certain when they are destroyed, they reveal a vespane geyser underneath, and the reason the choke becomes smaller is because vespane geysers take up more space than assimilators. Oh, I thought about that. But I thought geyser and gas had the same sizes.... but as a newb campaign editor I have no real clue. I think that makes more sense though. I think the Assimilators are more '3d ish' and units can overlap a bit with them, but geysers are just flat 2D. Sort of like how units can overlap with the missile turret. | ||
MidnightGladius
China1214 Posts
And noobienoob, those trees probably aren't all doodads (i.e. restrict movement, sight, and block fire), but more like 1/5 doodads and 4/5 sprites (which look the same, but don't have any gameplay effects besides blocking visuals), though I'm unsure of the ratio, obviously. Large units better be able to fit through. | ||
ray1234
Canada679 Posts
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Deleted User 31060
3788 Posts
On January 11 2008 13:39 Myxomatosis wrote: these maps bring about some very interesting strategies. perhaps a zealot rush would be very viable pvt on troy in order to kill the assmiliators. Once the assimilators are gone, perhaps the terran player can just start refineries at both geysers to open a path | ||
Phantom
Canada2151 Posts
On January 11 2008 13:39 FragKrag wrote: Show nested quote + On January 11 2008 13:35 Live2Win wrote: On January 11 2008 13:29 datscilly wrote: wow, very interesting new concepts for both maps! as for the assimilators: I'm pretty certain when they are destroyed, they reveal a vespane geyser underneath, and the reason the choke becomes smaller is because vespane geysers take up more space than assimilators. Oh, I thought about that. But I thought geyser and gas had the same sizes.... but as a newb campaign editor I have no real clue. I think that makes more sense though. I think the Assimilators are more '3d ish' and units can overlap a bit with them, but geysers are just flat 2D. Sort of like how units can overlap with the missile turret. i think you have the right idea, it's because assimilators are smaller, if you watch games, units can hug the sides of assimilators fairly tightly almost overlapping it. | ||
MidnightGladius
China1214 Posts
On January 11 2008 13:41 Sunyveil wrote: Show nested quote + On January 11 2008 13:39 Myxomatosis wrote: these maps bring about some very interesting strategies. perhaps a zealot rush would be very viable pvt on troy in order to kill the assmiliators. Once the assimilators are gone, perhaps the terran player can just start refineries at both geysers to open a path Good point. Makes sense, too. | ||
LibertyTerran
Vietnam711 Posts
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FragKrag
United States11552 Posts
If you stack two missile turrets above each other, I think small units etc can pass through because they can overlap with the top part of the turret. However, if you try the same with Supply depots, it won't work because supply depots overlap with themselves. | ||
Phantom
Canada2151 Posts
On January 11 2008 13:41 Sunyveil wrote: Show nested quote + On January 11 2008 13:39 Myxomatosis wrote: these maps bring about some very interesting strategies. perhaps a zealot rush would be very viable pvt on troy in order to kill the assmiliators. Once the assimilators are gone, perhaps the terran player can just start refineries at both geysers to open a path same with protoss, mass archons maybe? :D | ||
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Live2Win
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United States6657 Posts
On January 11 2008 13:34 Bazse wrote: How about if you build back the gas on troy? Will the choke become wide again? This could lead into some interesting tactics, i am curious about that map, but i really hate island maps. And Maybe the Demon's forest will do something different with the opening nowadays (who can invent the better FE build). that's an interesting point. If the geyser is under the assimilators (which seem more likely now) and they're rebuilt with extractors or refineries, do the sizes change from the assimilator size? And I'm guessing the gases would have 0, since 4 gas is just imba. Although if I was z I would take those gasses still, since depleted geysers still give you gas, and that gas will accumulate over time... (then again that's like 8 extra drones... hmm) | ||
Polemarch
Canada1564 Posts
edit: wow how did i miss all those other posts asking the same thing | ||
FragKrag
United States11552 Posts
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