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[M] (4) Blockbuster - Page 2

Forum Index > SC2 Maps & Custom Games
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Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
October 20 2011 06:53 GMT
#21
Looks awesome! I'll get some people together to test this map out when I get the chance. The counter-4gate measures look interesting, as do the extra attack route into the third. Also, the xel naga towers don't spot the mineral line any more-- sweet. Seeing the natural backdoors as well looks good.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
October 20 2011 08:10 GMT
#22
3 more games, all PvP. The new system seems like 4gate is totally defendable-- FFs are possible, and there's no way to plant a pylon outside the base that warps into the main-- it's perfect. The double ramp looks pretty elegant and I think is a great solution.

I didn't get a chance to really look at the extra ramp into the 3rd, but the new tower placement seems solid.

Also, during one game the minerals were actually rocks for some reason. That was weird. Also, it seemed like it was super hard to mine out the minerals, or the mining didn't work from some side, or something--- it would show there was "1 minerals remaining" but it took a lot of time to mine. when the minerals were rocks they functioned normally.

http://drop.sc/45858
3 gate blink stalker -> archon chargelot vs robo rush -> colossi

http://drop.sc/45859
4 gate (defender's forcefield missed)

http://drop.sc/45860
4 gate (defender's forcefield missed) [on this try, the minerals were rocks for some reason?]

VoD:
http://www.twitch.tv/blazinghand/b/297903619
(The action doesn't start until like 10+ minutes in)
When you stare into the iCCup, the iCCup stares back.
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2011-10-20 10:25:41
October 20 2011 09:51 GMT
#23
haha, my ninja update wasn't quite quick enough for you -- you got to play on v1.2 before the switch. Yeah, I had to switch the minerals for rocks because the mining at the natural was getting pulled to the ramp when you had like over ten workers -- that didn't seem like it should be a feature.

Edit1: About blink in that one game, you can get vision over the forcefield from the top of the opposite ramp, so as far as that goes it is not quite the same as a normal ramp. The ramp configuration is specifically to allow a stop to 4-gate aggression, not all aggression.

Edit2: lol about the mineral block... you won't have to worry about that any more with the change to rocks, but there were 30 stacked 1 mineral patches (so that mules do not just clear them really fast) so you could take 30 probes and mine each "patch" in one trip and they would all stack to mine.

Edit3: haha, no I wasn't watching the stream, I did my own testing after publishing and noticed the problem, and republished. I am watching the vod right now. Good guess though.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
October 20 2011 10:15 GMT
#24
Yeah I mean the blinking in is fine-- the main thing is that the ramp stops 4gate and allows FFs, which it does. :D
When you stare into the iCCup, the iCCup stares back.
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2011-10-29 08:19:05
October 29 2011 07:39 GMT
#25
Minor OP update, updated Overview images; changes from the last update need to be made to the OP but they are not critical to the contest. ::: procrastination button pressed :::
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
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