Not sure about when incontrol will show up, I think we're going to be using this thread from now on going forward. It consolidates the shoutcraft threads
On April 28 2015 09:09 Deathstar wrote: Not sure about when incontrol will show up, I think we're going to be using this thread from now on going forward. It consolidates the shoutcraft threads
You know you can make the LR's right? Lorning has them all prepared in the LR resources thread and it's super easy...
On April 28 2015 09:09 Deathstar wrote: Not sure about when incontrol will show up, I think we're going to be using this thread from now on going forward. It consolidates the shoutcraft threads
You know you can make the LR's right? Lorning has them all prepared in the LR resources thread and it's super easy...
Makes it a lot harder to follow than individual threads. -.-
Great match, for the most part players knew the maps which gave some really great gameplay. Damn I love me some shoutcraft! Shame about incontrol being held up (planes are evil, amirite TB?), but he should be around for the next one at least.
I disliked the pathing on Peninsula, but went to play a game on it to get a feel for it and changed my mind. It is absolutely doable to rout your forces, to keep them from being stuck, it is as if map was playing hold position micro against you. It isn´t hard to spot the stuck units either, there are only 4 eggs, if you know their location, quick mini-map check isn´t a problem, as you check mini-map anyway. Also, couple of ranged units can kill the egg in no time. It is a little bit unfair for terran, cuz I was just able to drop two mules (one, wait, then second), and get thru even tank (tanks won´t fit even after killing an egg, so won´t archons, thors, ultras), but it isn´t a big deal. It is map that needs to be prepared for, but when you do so, it presents new challenges and I would love to see how pros deal with them. Engines of War are pretty much the same story. Watching the games, the triggers seemed really bad, with inconsistent controls, since I thought they should work like xel´naga towers. I could have hardly been more wrong, as that was not the case at all. They count each unit incoming into its range as a kind of plus point and who has more points, gets the control. This promotes micro greatly, as the control could really be fought over. In here, I found to have unfair advantage as a protoss for a change, since I just took observer with speed upgrade and patrolled it on the edge of control rim of the cannon (when you patrol, there is no deceleration). I felt evil but strangely pleased at the same time. Multiple hostile units were not able to take the canon. It also means that building a unit there is useless, I remember that someone did that recently, it was just wasted resources. What is also worthy of note, cannons could be easily destroyed, they only have 3000HP and 3 armor. They can´t be attacked from melee range, but anti armor units like tanks or immortals just ravage them. What need to be fixed, is that some attacks bug out and don´t end up hitting the cannon. Most hilarious example is with BL and broodlings just glitching around, but it happens to a wide variety of units. Interestingly, queens can´t hit the canon from afar but when they move closer and switch to melee animation, they have no problem dealing damage. I´m so glad I didn´t criticize the maps b4 checking them out myself. Mapmakers did an amazing job, I´m impressed.
On April 29 2015 11:45 MrFreeman wrote: I disliked the pathing on Peninsula, but went to play a game on it to get a feel for it and changed my mind. It is absolutely doable to rout your forces, to keep them from being stuck, it is as if map was playing hold position micro against you. It isn´t hard to spot the stuck units either, there are only 4 eggs, if you know their location, quick mini-map check isn´t a problem, as you check mini-map anyway. Also, couple of ranged units can kill the egg in no time. It is a little bit unfair for terran, cuz I was just able to drop two mules (one, wait, then second), and get thru even tank (tanks won´t fit even after killing an egg, so won´t archons, thors, ultras), but it isn´t a big deal. It is map that needs to be prepared for, but when you do so, it presents new challenges and I would love to see how pros deal with them. Engines of War are pretty much the same story. Watching the games, the triggers seemed really bad, with inconsistent controls, since I thought they should work like xel´naga towers. I could have hardly been more wrong, as that was not the case at all. They count each unit incoming into its range as a kind of plus point and who has more points, gets the control. This promotes micro greatly, as the control could really be fought over. In here, I found to have unfair advantage as a protoss for a change, since I just took observer with speed upgrade and patrolled it on the edge of control rim of the cannon (when you patrol, there is no deceleration). I felt evil but strangely pleased at the same time. Multiple hostile units were not able to take the canon. It also means that building a unit there is useless, I remember that someone did that recently, it was just wasted resources. What is also worthy of note, cannons could be easily destroyed, they only have 3000HP and 3 armor. They can´t be attacked from melee range, but anti armor units like tanks or immortals just ravage them. What need to be fixed, is that some attacks bug out and don´t end up hitting the cannon. Most hilarious example is with BL and broodlings just glitching around, but it happens to a wide variety of units. Interestingly, queens can´t hit the canon from afar but when they move closer and switch to melee animation, they have no problem dealing damage. I´m so glad I didn´t criticize the maps b4 checking them out myself. Mapmakers did an amazing job, I´m impressed.
The pathing issue on Peninsula was something I talked to the map maker about, but it's not an "easy fix" because that's just how eggs work and the alternative is to remove a workers ability to mineral walk through it, which would shut down cool proxy strats and early game scouting. After reading that though I wonder if there should even be an attempted fix. These are pro-gamers, they should be able to handle this sort of stuff, this is part of the learning process.
I'll forward this feedback to the mapmakers, they might find it useful.
On April 29 2015 11:45 MrFreeman wrote: I disliked the pathing on Peninsula, but went to play a game on it to get a feel for it and changed my mind. It is absolutely doable to rout your forces, to keep them from being stuck, it is as if map was playing hold position micro against you. It isn´t hard to spot the stuck units either, there are only 4 eggs, if you know their location, quick mini-map check isn´t a problem, as you check mini-map anyway. Also, couple of ranged units can kill the egg in no time. It is a little bit unfair for terran, cuz I was just able to drop two mules (one, wait, then second), and get thru even tank (tanks won´t fit even after killing an egg, so won´t archons, thors, ultras), but it isn´t a big deal. It is map that needs to be prepared for, but when you do so, it presents new challenges and I would love to see how pros deal with them. Engines of War are pretty much the same story. Watching the games, the triggers seemed really bad, with inconsistent controls, since I thought they should work like xel´naga towers. I could have hardly been more wrong, as that was not the case at all. They count each unit incoming into its range as a kind of plus point and who has more points, gets the control. This promotes micro greatly, as the control could really be fought over. In here, I found to have unfair advantage as a protoss for a change, since I just took observer with speed upgrade and patrolled it on the edge of control rim of the cannon (when you patrol, there is no deceleration). I felt evil but strangely pleased at the same time. Multiple hostile units were not able to take the canon. It also means that building a unit there is useless, I remember that someone did that recently, it was just wasted resources. What is also worthy of note, cannons could be easily destroyed, they only have 3000HP and 3 armor. They can´t be attacked from melee range, but anti armor units like tanks or immortals just ravage them. What need to be fixed, is that some attacks bug out and don´t end up hitting the cannon. Most hilarious example is with BL and broodlings just glitching around, but it happens to a wide variety of units. Interestingly, queens can´t hit the canon from afar but when they move closer and switch to melee animation, they have no problem dealing damage. I´m so glad I didn´t criticize the maps b4 checking them out myself. Mapmakers did an amazing job, I´m impressed.
can't communicate with the others atm, but I don't think the eggs on peninsula were ever intended to let 2x2 units through, they're there mostly for worker scouts.
as for engines of war, I wasn't a fan of the cannons at first and thought them to be rather one-sided and over influential, but after seeing some games and add your observation I found them a better addition of a fun element to the map.
Just read that roccat partnered with axiom to bring HyuN onboard. Glad they got such a strong zerg, if he prepares the maps, he would be force to be reckoned with. EDIT: Ok, I was too slow :D .