On September 23 2010 09:40 Antares777 wrote:
Wow cool lighting, it looks like sunrise ^^,
Wow cool lighting, it looks like sunrise ^^,
The lighting is positionally biased! Imba!

Forum Index > SC2 Maps & Custom Games |
BoomStevo
United States332 Posts
On September 23 2010 09:40 Antares777 wrote: Wow cool lighting, it looks like sunrise ^^, The lighting is positionally biased! Imba! ![]() | ||
Reptilia
Chile913 Posts
i could easily say its ur best map or maybe the second (after valhalla) btw enigma is really cool too | ||
Crais
Canada2136 Posts
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sluggaslamoo
Australia4494 Posts
Maybe make it easier to wall off the nat, or mineral patches (with 1 mineral) at the backdoor nat rather than having to destroy destructible rocks so zergs can get their expo earlier. Good job. | ||
rauk
United States2228 Posts
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Antares777
United States1971 Posts
On September 23 2010 17:08 rauk wrote: looks incredibly imbalanced for zvt. close air distance between naturals mean that your mutas will be in his base as they hatch, essentially. looks really imba for basically any air build between close positions, really. ^disagree. Depends on spawns. | ||
DamageInq
United States283 Posts
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prodiG
Canada2016 Posts
On September 23 2010 20:17 DamageInq wrote: Nice work again prodiG. I like the little cliff to the side of the semi-island... it'll be something to thing about playing vs terran. Looks very solid. Trying to test out stuff like this to see if it's stacked one way or the other :D | ||
CagedMind
United States506 Posts
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rauk
United States2228 Posts
On September 23 2010 20:09 Antares777 wrote: Show nested quote + On September 23 2010 17:08 rauk wrote: looks incredibly imbalanced for zvt. close air distance between naturals mean that your mutas will be in his base as they hatch, essentially. looks really imba for basically any air build between close positions, really. ^disagree. Depends on spawns. i specify close positions. but essentially you're saying that it's okay if the map is imbalanced in close positions, which i disagree with. | ||
prodiG
Canada2016 Posts
On September 24 2010 07:17 CagedMind wrote: When your going out to middle and there's a small water patch in middle of made I think it could be 1 space smaller. Bit of a tight fit. Which one? there's two patches of water on each corner. The size of these has been my main concern throughout testing, they've gotten progressively smaller and smaller. | ||
Graham
Canada1259 Posts
![]() Other than that I found the map to be pretty awesome. Wtb> prodiG maps in the ladder pool. ![]() | ||
prodiG
Canada2016 Posts
On September 25 2010 03:11 Graham wrote: Don't think this has been mentioned but mules (when called down on the mineral patches) can get stuck below the gold mineral patches at the 6 o'clock. ![]() Other than that I found the map to be pretty awesome. Oh damn, I didn't think about that. I wanted to make the back area not accessible at all so I could push the gold minerals as far back as I could. I think filling that space with rocks should do the trick, if not I guess I'll have to open it up. Nice catch, Graham ^^ | ||
Madsquare
Germany157 Posts
![]() had the same issue on Ice wastes during the beta version. it happens when the empty space is between the OC that calls the mule and the patch the mule is ordered to. madsquare. | ||
CagedMind
United States506 Posts
On September 25 2010 01:42 prodiG wrote: Show nested quote + On September 24 2010 07:17 CagedMind wrote: When your going out to middle and there's a small water patch in middle of made I think it could be 1 space smaller. Bit of a tight fit. Which one? there's two patches of water on each corner. The size of these has been my main concern throughout testing, they've gotten progressively smaller and smaller. The one's that are close to equator. | ||
prodiG
Canada2016 Posts
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Nub4ever
Canada1981 Posts
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FlaShFTW
United States10184 Posts
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