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back when ppl used to lift their ccs to the golds were around patch 5<. so much has happened and i dare to say everyone were terrible at the game then. it needs testing and if lifting to gold is so brilliant then i could figure something out to prevent it. but i will not adapt my map to a strategy that was popular and arguably bad in the early beta.
On July 01 2010 08:49 ItsTheFark wrote:Show nested quote +On July 01 2010 06:51 MorroW wrote:On July 01 2010 06:14 Lucius2 wrote: well ye scv production is the slowest idd, thing is: terran DOESNT need so many scvs because of the mule. he has to pay once 150 for orbital command and then basically gets 6 free workes (300mins, 6 supply). and to the point of getting mined out: theres always the possibility of flying a cc to a (gold) expo and drop tons of mules resulting in massive income without even dangering a single one of your scvs. im no genious at math but i dont understand what the fuzz is about with mules on gold. normal workers mine just as much faster as mules does so i dont see how the whole mule changes so much. sure terran would get alittle more minerals of their mule but think about it this way. lets say toss and zerg gets X income from a base and terran gets X*1.1 cause of the mule. it doesnt matter if its on gold or not terran is still gonna get this *1.1 regardless if its on gold or blue or am i wrong? i guess is only true if the gold would have some amount of minerals which is not the case here. so i guess thats the little bonus money comes from, but its not alot to be honest lol. On July 01 2010 06:39 ItsTheFark wrote: Could you make it so that the ultralisk respawns after every 2 minutes or so? so that if its killed early on it isn't gone forever. no, thats custom editing and i dont like the idea in the first place. just like destructible rocks i want it to be gone after destroyed ^^ Well, then you are allowing a zerg player to quickly take out the ultralisk, and plant spine crawlers on the creep that is normally there with no consequence. If possible, I would suggest just manually increasing the ultras speed and removing the creep in general, as it gives zerg just a slight unfair advantage. its not possible. even if that element of a creep tumor gives zerg an edge i would say the backdoor debris gives an edge to toss and as many said gold expo give an edge to terran. u need to stop call maps imbalanced because of 1 tiny little thing xd
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people are just trying to figoure out the map, and they are noticing advantages for different races, but instead of thinking and elaborating on them, they just yell imbalance :-D
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Bravo Morrow! Your maps really impress me conceptually. Also yay for nice big macro maps! :D Im really digging all the funky stuff like the 5patch high yield nat and the hostile ultralisk is awesome! The neutral creep will be very helpful for a Zerg player if he can find a way to drop a creep tumor early on, they could really advance the creep quickly. Also regarding the gold nat... Terran mules may help in the short term scheme of things but it will also mine out pretty remarkably faster as well. Zergs would probably benefit the most since they can expand and drone easier. Protoss im not sure, this map look pretty big so with the long travel distance it could open up safer opportunities to expand sooner. It also looks like Stalkers can also blink from one main to the other which would be crazy effective.
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Wow awesome map, very creative. I especially like the 5 gold mineral patches at your first natural, allows for quicker saturation and a more interesting play but not sure how macro extensive this is though. The ultralisk in the middle is very inventive and I like where this is going. I've seen alot of macro oriented maps being made lately, and I'd love to somehow see a micro oriented map (not sure if this makes sense, I probably mean a more aggressive map). Can't wait to play your new maps and expecting more cool maps to come.
edit: It would be interesting if there were maps especially designed for mirror match ups. neutral pylon power across the map for PvP, creep for ZvZ not sure about TvT though. and how about permanent force fields that block off an expansion forcing a player to either get drops or massive units to get past them. I like how we're inspiring each other, it's nice :D
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I would like to DL this and try against Ai but it is not possible to DL :<
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On July 05 2010 05:22 arnold(soTa) wrote: I would like to DL this and try against Ai but it is not possible to DL :< just wait for the beta to come back online... hes just making these threads to collect feedback atm.
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Version 1.1 - made it visually easier to see ramps and divide high ground from low ground - made the choke point between second tower cliff to the other side into the map smaller - pushed out the cliffs between the very large center ramp to stick out a bit more into the low ground passage - added in more water behind the ultralisk cave to make the area more cramped but also walk distance longer in comparison through the cave - added some water at the far top right expo - 1 mineral field added to the 3rd bases
oh, lol actually theres a command center in the picture, please ignore that :p
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I'm surprised at the number of people who don't remember that obnoxious Hero Ultra from the last Terran mission in Brood War.
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I can't unsee the Space invaders alien dude in this map xD
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This map reminds me of Flight-Dreamliner in S2 Korean Air OSL Map Pool
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On July 27 2010 04:11 Salteador Neo wrote: I can't unsee the Space invaders alien dude in this map xD
FFFFFFFFF Now I can't unsee it! D:
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Hostile units can add something unique to the map, but it's maybe hard to balance because some race could be able to "easy kill" them.
They have to be immune to things like force fields, marauder's slow. They could follow reapers abusing the ramp etc. A high HP or shield regeneration out of combat could be a good idea (like protoss). But it won't be a big deal on this particular map since it's at the expo on the middle.
At the beginning of warcraft III, some players pulled lvl 10 dragons on plunder island to the other player's base.
But every idea making a map unique is something to follow.
It's a very nice map and I'm definitely going to try it.
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I like the neurtral creep, but not the creep thats under him. Terran/Toss need to get detection to kill the tumor and expo there when zerg can just build immediatly, and start getting static D too. Getting rid of the tumor would work, but you could also place the tumor right in the middle of the area where you build your CC/hatch/nexus so that way all 3 races would need to kill it before expanding
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On June 30 2010 10:42 Ducci wrote: this kinda looks like dreamliner from osl thats what i was thinking
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I realise you must be very busy now, but would it please be possible to publish this on the american server if you have an account there? Would really love to play on this map, looks awesome and unique.
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Cool bump imo. This looks like a bitchin' map, I'd love to play it on USA tbh...
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