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[M] Python - Page 2

Forum Index > SC2 Maps & Custom Games
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Zoltan
Profile Blog Joined March 2010
United States656 Posts
August 18 2010 19:22 GMT
#21
Instead of 3 watch towers, have you considered 2 on a diagonal in the middle? That way you dont ruin the highground advantage at the corner expos while still revealing teh whole midle?\
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
TriniMasta
Profile Joined December 2009
United States1323 Posts
August 19 2010 01:08 GMT
#22
On August 18 2010 14:08 neobowman wrote:
I don't see why the island is easier to take than before. Epecially with Nydus worms and Warp-in with Warp prisms.

I don't really care much about high ground mechanic in SC2. If you're that late into the game that you're taking or attacking the corner expos, then you're going to have air units anyway.

The mineral trick will still work as far as I know. You can't unload scvs while in the air... I think. The Command Centre/Orbital command has no room to land.

And yes, I appreciate your comments.

The point of it is so that you need at least tier 2 to take the island. Nydus and warp prisms about ABOUT equivalent to medivacs.
정명훈 FIGHTING!!! Play both T and P.
TriniMasta
Profile Joined December 2009
United States1323 Posts
Last Edited: 2010-08-19 01:12:42
August 19 2010 01:12 GMT
#23
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/

+1
I think gas positioning is a bit awkward.
EDIT: Crap sorry so much for double posting, forgot I already commented before I saw this comment.
정명훈 FIGHTING!!! Play both T and P.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
August 19 2010 02:30 GMT
#24
sweet map, but i think it would be better without the towers, or maybe just the middle one, i dont like the other two.
Kill the Deathball
Antares777
Profile Joined June 2010
United States1971 Posts
August 19 2010 06:02 GMT
#25
On August 18 2010 23:02 sfdrew wrote:
I never liked the original, but this looks like a pretty faithful rendition.


*gasp*

You never liked Python?!

All I played was that and LT in BW.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 19 2010 06:22 GMT
#26
I have the update pretty much done but I'm too lazy to get the pictures up. You'll get the new version tommorrow.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 19 2010 20:44 GMT
#27
Update is up.
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 19 2010 20:49 GMT
#28
Just played this map on BW to get psyched about it!!! Looking forward to it
https://liquipedia.net/starcraft2/Monitor
Antares777
Profile Joined June 2010
United States1971 Posts
August 19 2010 23:22 GMT
#29
I just searched this map on Battle.net and the number on the left indicating the number of spawn locations said 5. I have no idea why, but that should be fixed if it has not been already.
Exteray
Profile Blog Joined June 2007
United States1094 Posts
August 19 2010 23:36 GMT
#30
The choke from the natural extending to the middle battleground seems narrower than the python in SC:BW
phfantunes
Profile Joined April 2010
Brazil170 Posts
August 19 2010 23:56 GMT
#31
Any chance you can upload the map somewhere for the non-NA players?
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
August 20 2010 00:20 GMT
#32
I just tried this map and got mass void rays in return...
Change a vote, and change the world
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 20 2010 02:23 GMT
#33
Thanks for the comments. I'll take a look at the map.

The natural chokes may be slightly narrower, but the better pathfinding in sc2 makes up for it.
Taosu
Profile Joined August 2010
Ukraine1074 Posts
August 21 2010 13:40 GMT
#34
Why are there water borders?
Also fan of Hyuk, Pure, free, Action, Stats, Leta, Horang2, Snow, Flying, Shuttle, Movie, Paralyze
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
Last Edited: 2010-08-21 13:59:13
August 21 2010 13:57 GMT
#35
Mostly because I constantly found new bugs to fix (such as a shark flying in the air) and had to correct them.

How could you possibly classify something like that as a bug? A flying Shark sounds like a feature to me, and I demand you re-add it.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
hadoken5
Profile Joined May 2010
Canada519 Posts
August 21 2010 18:30 GMT
#36
I like the remake, but I disapprove with not putting gas at some expansions, and the triple gas expansions favor Terran as they can just lift off and go there at the start and get an early gas lead.
Antares777
Profile Joined June 2010
United States1971 Posts
August 22 2010 03:15 GMT
#37
I agree with hadoken5. Add gas to the high yield expansions and remove the extra geyser at the island expansion. There are also ten minerals in the main bases. This is really overpowered and favors turtling. I hate ppl who turtle. Change it to eight.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 22 2010 05:09 GMT
#38
Updated, not enough to warrent a change to OP.

I added flying shark in the middle.

I kept the gas and mineral counts as they are. First, I want incentive for players to take the island even though it's harder to hold because of the various ways to get there and the fact that you have destructibles to kill before taking it. Second, I like the mineral only bases as they are because they're already gold and don't need anything extra.

The naturals only have 7 mineral patches, compared to the normal 8. I added 1 to the main to improve 1 base play for Zerg against Terran so they aren't forced to take their natural as fast. Might not work as intended but either way, the nat and main combined only have 1 mineral patch more than normal. It's fine.
No0n
Profile Joined March 2010
United States355 Posts
August 22 2010 05:32 GMT
#39
I dont really like the 2 watch towers in the middle, it might be too easy for terrans to see a flank incoming from a zerg player, I suggest either 1 tower in middle or no towers. Great map though, Im happy to play it either way.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
G_Wen
Profile Joined September 2009
Canada525 Posts
August 22 2010 06:11 GMT
#40
On August 22 2010 14:09 neobowman wrote:
The naturals only have 7 mineral patches, compared to the normal 8. I added 1 to the main to improve 1 base play for Zerg against Terran so they aren't forced to take their natural as fast. Might not work as intended but either way, the nat and main combined only have 1 mineral patch more than normal. It's fine.


Interesting choice I'd really like to see how this works out but do you think it diminishes the importance of a natural for zerg? I find that zergs have to struggle to gain an advantage early on and they should be rewarded for holding the natural. I'll be interesting to test how well zerg does given a 9/8 instead of a 9/7 mineral spread.

As the the overall feel of the map I like it. Can colossus was over the chokes at the naturals?

I understand this is very early initial release but I'd really like to see this map become more polished. Replacing impassible cliffs with trees and such. Other than that great job!
ESV Mapmaking Team
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