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[M] (2) Rolling Dunes - Page 2

Forum Index > SC2 Maps & Custom Games
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Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2015-03-06 22:33:53
March 06 2015 22:15 GMT
#21
Let me show u this image
+ Show Spoiler +
[image loading]

That's what the current design allows. I wouldn't call blink viable, rather very good strategy.
Random is hard work dude...
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-03-06 22:56:04
March 06 2015 22:55 GMT
#22
On March 07 2015 07:15 Phaenoman wrote:
Let me show u this image
+ Show Spoiler +
[image loading]

That's what the current design allows. I wouldn't call blink viable, rather very good strategy.

What do you recommend I do to fix it? I think the first two blink paths that go into the natural are pointless, however, because your army will already be there... The paths into the main whilst you are on 2 bases might be problematic though, yes. Is it not viable for the player on the receiving end of the blink attacks to move their army back to the main? The distance is very short, and the blink attack wouldn't even last more than 10 seconds.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2015-03-06 23:55:59
March 06 2015 23:54 GMT
#23
First of all I don't think u can say, that the natural paths are pointless. U have to take all into account, bcuz Toss will engage at the weakest point. If u dont build up a bunker at the back of the natural, what keeps me from blinking in there? The img shows all possible blink spots. U have to cover all of them as Terran. And that's the issue. If u don't wanna kill blink on this map completely, I would suggest a gap (green) at 1 and 4. I think u will have to readjust the 3rds position due to that.
Then I think its reasonable for terran to cover 2 and 3 with two bunkers. I hope this does not totally messes with with ur idea, but blink is such a pain when it comes to main-natural-3rd design. It kinda limits ur creativity, even tho its a great ability.

+ Show Spoiler +
[image loading]


Hope that helps a bit.
Btw 10 seconds of Blink is a pretty long time.
Random is hard work dude...
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-03-07 01:37:38
March 07 2015 00:27 GMT
#24
On March 07 2015 08:54 Phaenoman wrote:
First of all I don't think u can say, that the natural paths are pointless. U have to take all into account, bcuz Toss will engage at the weakest point. If u dont build up a bunker at the back of the natural, what keeps me from blinking in there? The img shows all possible blink spots. U have to cover all of them as Terran. And that's the issue. If u don't wanna kill blink on this map completely, I would suggest a gap (green) at 1 and 4. I think u will have to readjust the 3rds position due to that.
Then I think its reasonable for terran to cover 2 and 3 with two bunkers. I hope this does not totally messes with with ur idea, but blink is such a pain when it comes to main-natural-3rd design. It kinda limits ur creativity, even tho its a great ability.

+ Show Spoiler +
[image loading]


Hope that helps a bit.
Btw 10 seconds of Blink is a pretty long time.

Alright, thanks! I will work on it and update the map.

Edit: I have updated the map, but I think I will leave the natural part of this scenario as it is, at least for now.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
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