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New OSL Maps - Page 2

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Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
January 11 2008 04:33 GMT
#21
On January 11 2008 13:26 rushz0rz wrote:
WHEN CAN WE DL???
Peaked at C- on ICCUP and proud of it! @Sunyveil
Bazse
Profile Joined August 2007
Hungary582 Posts
January 11 2008 04:34 GMT
#22
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).
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
Last Edited: 2008-01-11 04:35:47
January 11 2008 04:34 GMT
#23
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.
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).
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
January 11 2008 04:35 GMT
#24
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.
SAY YES TO STIM KIDS!!! XD
LumberJack
Profile Blog Joined October 2002
United States3355 Posts
January 11 2008 04:35 GMT
#25
im not really a fan of these maps, they seem TOO extreme...
Man fears the darkness, and so he scrapes away at the edges of it with fire.
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
January 11 2008 04:37 GMT
#26
On January 11 2008 13:34 Carnac wrote:
Show nested quote +
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.
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).

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.
SAY YES TO STIM KIDS!!! XD
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
January 11 2008 04:38 GMT
#27
oh and i think that forrest thing is a terrible idea..., they should stop trying so hard to find the weirdest thing possible
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
Myxomatosis
Profile Blog Joined July 2006
United States2392 Posts
January 11 2008 04:39 GMT
#28
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.
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
January 11 2008 04:39 GMT
#29
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.
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
January 11 2008 04:40 GMT
#30
Aesthetics :/

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.
Trust in Bayes.
ray1234
Profile Joined October 2007
Canada679 Posts
January 11 2008 04:41 GMT
#31
omg... demon forest + mass zerglings = $$$$
go OVERSKY MODE!
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
January 11 2008 04:41 GMT
#32
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
Peaked at C- on ICCUP and proud of it! @Sunyveil
Phantom
Profile Joined September 2004
Canada2151 Posts
January 11 2008 04:42 GMT
#33
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.
http://www.gosugamers.net/starcraft2/members/Phantom
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
Last Edited: 2008-01-11 04:42:33
January 11 2008 04:42 GMT
#34
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.
Trust in Bayes.
LibertyTerran
Profile Joined July 2004
Vietnam711 Posts
January 11 2008 04:42 GMT
#35
I want lost temple. Anyone?
if it aint broke, dont fix it
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
January 11 2008 04:42 GMT
#36
Basically to clear up my above post;

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.

*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Phantom
Profile Joined September 2004
Canada2151 Posts
January 11 2008 04:42 GMT
#37
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
http://www.gosugamers.net/starcraft2/members/Phantom
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
Last Edited: 2008-01-11 04:43:16
January 11 2008 04:42 GMT
#38
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)
SAY YES TO STIM KIDS!!! XD
Polemarch
Profile Joined August 2005
Canada1564 Posts
Last Edited: 2008-01-11 04:46:54
January 11 2008 04:45 GMT
#39
so could players rebuild their assimilators on Troy to let units pass through again? would this work for all three races?

edit: wow how did i miss all those other posts asking the same thing
I BELIEVE IN CAPITAL LETTER PUNISHMENT!!!!!
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
January 11 2008 04:46 GMT
#40
There might be different qualities for Extractors, Assimilators, & Refineries. Though it should work for Protoss.
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
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