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New OSL Maps - Page 9

Forum Index > News
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lastnode
Profile Joined November 2007
Sri Lanka23 Posts
January 12 2008 00:47 GMT
#161
Yes! Demon Forest definitely looks micro heavy. Don't get me wrong, I love a good old 5hatch ultraling run over, but sometimes, it's nice to see players being forced in to uber micro. If nothing else, it makes for some good pimpest plays at the end of the year.
You are young, my son, and, as the years go by, time will change and even reverse many of your present opinions. Refrain therefore awhile from setting yourself up as a judge of the highest matters.
Cambium
Profile Blog Joined June 2004
United States16368 Posts
January 12 2008 00:56 GMT
#162
I think the maps look awful.

I doubt they'd stay long.

Demon's Forest has a very lame design, it now puts emphasis on luck, which is killing the balance of the game.
When you want something, all the universe conspires in helping you to achieve it.
Deleted User 30223
Profile Blog Joined August 2007
3104 Posts
January 12 2008 01:04 GMT
#163
will this be the time when firebathero actually goes pure firebats? O.O


i predict f&m will be a new strategy for T's on demon's forest.


it looks like both maps are zerg friendly. especially demon's forest. yaay :D
Kau *
Profile Joined March 2007
Canada3502 Posts
Last Edited: 2008-01-12 02:55:53
January 12 2008 01:26 GMT
#164
Here's a map for those of you who want to test out the geysers: Assimilator Unit Fit Through Tester

Right now it seems you can't rebuild the bottom assimilator, so destroying it might be permanent.

And having one assimilator up allows some larger units (maybe up to dt size?) to get through.

Edit: New map, allows rebuilding of both geysers, but there's a hole on the left between cliff and assim: Ver 2

Edit: Weird hole where the ghost doesn't fit but meds/rines/firebat/lings fit Ver 3
Moderator
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
January 12 2008 03:44 GMT
#165
Troy will make ghosts useable again! :D
FOOL! Pain is my friend! Now let me introduce you to it!
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
January 12 2008 08:38 GMT
#166
After reading the size article yakii linked, I'm starting to think the information from fifo is wrong, and you can't fit large units through, but you can fit small and some medium, just like in the map I made to test. Unless there's something I don't know, you can't change the size attributes of buildings like the assimilator, so it has to be the same as any map with corner to corner geysers. It is possible to have the assimilators on normally un-geyserable terrain, but i'm pretty sure destroying an assimilator always results in the creation of a geyser.

If this is the case, terran would have all factory units walled, so vs toss they would always destroy the assimilators after sending their scout out (they can sneak other scvs out by starting/cancelling refineries. Otherwise, zealots can get in.

This could play similarly to an island map but with an open expo for people expanding (kinda like 815 but with gas at the expo). I think the interesting concept is you can island off any other expo besides your nat (well, 4 ARE islands already, and 4 have the ability to be islands), so it actually might play like a multi-base island map (paradoxxx anyone?), but with the ability to scout all their bases with workers.

I think it's an interesting concept. It might be better if I'm wrong and large units CAN fit through, otherwise we might see imbalances akin to paradoxxx.
I <3 서지훈
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
January 12 2008 09:43 GMT
#167
bwmn has been making the same caliber maps and with the same concepts for decades now. I swear it...
Treatin' fools since '87
weiliem
Profile Joined January 2008
2073 Posts
January 12 2008 09:52 GMT
#168
omg...the demon forest is so imbalance...protoss sure owns there versus terran as it is so immobile for the golietes to stuck in there to take down carriers...and for zergs, terran may have less advantage when using mnm vs zerg because marines were using range...then how is it suppose to fight zerglings in there if there is high posibility of missing attacks? totally imbalance for the terrans
Oppa feeding style
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
January 12 2008 15:48 GMT
#169
The assimilator thing:

Check the collision size of assimilator and vespene geyser in SCMDraft. Assims are MUCH smaller while vespene geysers have maximum collision size for their tile occupation. You can test it in SC by building something large near the geysers, checking that your units can't pass between, then taking the gas and suddenly they can pass.

The ghost issue is quite funny - their collision size is a very long rectangle. On horizontal axis they are smaller than zerglings, while on the vertical they are roughly the size of a hydralisk.
You want 20 good men, but you need a bad pussy.
SpaNiarD
Profile Blog Joined March 2007
Spain353 Posts
January 12 2008 16:10 GMT
#170
On January 12 2008 12:44 blagoonga123 wrote:
Troy will make ghosts useable again! :D
. Boxer for sure
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
January 12 2008 16:39 GMT
#171
i dont get troy
is it a island map?
the cliff blocks off units right?
Chef
Profile Blog Joined August 2005
10810 Posts
January 12 2008 17:08 GMT
#172
Greatmeh: You destroy an Assimilator, the path becomes narrower, and thus where before even Ultras could fit through, now only Ghosts (presumably the smallest unit in the game) can fit through. It doesn't matter if you don't understand how it works, just know that it does. At first it's a land map, and then it turns into an island if you destroy the Assimilators.

A note to everyone: You cannot rebuild on the geysers after they've been destroyed.
LEGEND!! LEGEND!!
Emptyness
Profile Blog Joined June 2007
Bulgaria1016 Posts
January 12 2008 18:04 GMT
#173
Those maps look nonetheless different from the maps so far (and I especially like Demon's Forest ).

I am really looking forward to the upcoming games in the OSL on Wednesday - wonder what Flash and Yarnc will come up with :p .
Fall down 9 times, Get up 10.
SliM.Er
Profile Joined December 2007
Hungary3 Posts
January 12 2008 18:06 GMT
#174
download?
..o,o..
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
January 12 2008 18:15 GMT
#175
On January 13 2008 02:08 PsycHOTemplar wrote:
A note to everyone: You cannot rebuild on the geysers after they've been destroyed.


How do you know this?
I <3 서지훈
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2008-01-12 19:04:04
January 12 2008 18:54 GMT
#176
http://www.mapdori.com/bbs/zboard.php?id=free2&no=3873

Better question: Why would I lie? Mappers talk to each other. I don't know the author of Troy, but a Korean named MapGhost who visits BWMN was one of the testers for these maps is in some form of contact with the author, and he said that's what the author said.
LEGEND!! LEGEND!!
Puosu
Profile Blog Joined April 2007
7085 Posts
January 12 2008 19:15 GMT
#177
On January 13 2008 03:15 LonelyMargarita wrote:
Show nested quote +
On January 13 2008 02:08 PsycHOTemplar wrote:
A note to everyone: You cannot rebuild on the geysers after they've been destroyed.


How do you know this?

If you could rebuild them you could also use them, so that'd mean you'd have 3 geysers in your natural.

mass gas goooooo

release the maps already ffs
Chef
Profile Blog Joined August 2005
10810 Posts
January 12 2008 19:20 GMT
#178
I would guess they'll be released on the 16th, the first day of the OSL.
LEGEND!! LEGEND!!
lololol
Profile Joined February 2006
5198 Posts
January 12 2008 19:50 GMT
#179
On January 13 2008 04:15 Puosu wrote:
Show nested quote +
On January 13 2008 03:15 LonelyMargarita wrote:
On January 13 2008 02:08 PsycHOTemplar wrote:
A note to everyone: You cannot rebuild on the geysers after they've been destroyed.


How do you know this?

If you could rebuild them you could also use them, so that'd mean you'd have 3 geysers in your natural.

mass gas goooooo

release the maps already ffs


If they were empty, it wouldn't be much, since they'll bring just 2 gas per trip and you would need around 10 workers to mine them for just 1/2 the efficiency of 3 workers on a full geyser(or you'll need an extra nexus/CC, which will also be too expensive).
I'll call Nada.
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
January 12 2008 22:45 GMT
#180
On January 13 2008 04:50 lololol wrote:
Show nested quote +
On January 13 2008 04:15 Puosu wrote:
On January 13 2008 03:15 LonelyMargarita wrote:
On January 13 2008 02:08 PsycHOTemplar wrote:
A note to everyone: You cannot rebuild on the geysers after they've been destroyed.


How do you know this?

If you could rebuild them you could also use them, so that'd mean you'd have 3 geysers in your natural.

mass gas goooooo

release the maps already ffs


If they were empty, it wouldn't be much, since they'll bring just 2 gas per trip and you would need around 10 workers to mine them for just 1/2 the efficiency of 3 workers on a full geyser(or you'll need an extra nexus/CC, which will also be too expensive).



Obviously you underestimate the need for gas late game.
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