[M] Python - Page 2
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Zoltan
United States656 Posts
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TriniMasta
United States1323 Posts
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. | ||
TriniMasta
United States1323 Posts
On August 18 2010 14:30 prodiG wrote: 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. | ||
pzea469
United States1520 Posts
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Antares777
United States1971 Posts
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
Canada3324 Posts
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neobowman
Canada3324 Posts
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monitor
United States2404 Posts
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Antares777
United States1971 Posts
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Exteray
United States1094 Posts
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phfantunes
Brazil170 Posts
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theBlues
El Salvador638 Posts
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neobowman
Canada3324 Posts
The natural chokes may be slightly narrower, but the better pathfinding in sc2 makes up for it. | ||
Taosu
Ukraine1074 Posts
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Sentenal
United States12398 Posts
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. | ||
hadoken5
Canada519 Posts
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Antares777
United States1971 Posts
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neobowman
Canada3324 Posts
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
United States355 Posts
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G_Wen
Canada525 Posts
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! | ||
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