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(2) Twiisted Peak - Page 4

Forum Index > SC2 General
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Waxangel
Profile Blog Joined September 2002
United States33505 Posts
December 23 2009 17:57 GMT
#61
I thought three seasons of Gauntlet ZvZ would have taught Blizzard not to make super long walking distance 1v1 maps.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
emikochan
Profile Joined July 2009
United Kingdom232 Posts
December 23 2009 20:14 GMT
#62
On December 23 2009 10:02 n00bonicPlague wrote:
Yeah, I'm not sure what's goin' on in those wasted corners. I can't tell if their impassable terrain or just blank space.


Gotta be impassable, looks even more retarded to have land JUST for cliffclimbers, op for terrans floating stuff there i'd imagine too (starports etc)

Agreeing with syn, the cliff scaling does make this map a lot faster/more intense at least, so many fronts to defend =p

I have a feeling getting creep everywhere might counter cliffclimbing with the huge speed boost.../signed for 2v2 br that gets to tier 3.

Probes need love too.
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
December 23 2009 20:29 GMT
#63
Reminds me of all the original SC and BW 1.4 maps the games shipped with. When I'm playing vs my bad friends they always choose those random ass maps with a natural with like 3 mineral patches and 0 gas.... It's not that bad, but the smallness of the map gives me that feeling.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2009-12-29 04:04:20
December 29 2009 04:01 GMT
#64
You know what, this would be a lot better if the heights were inversed.

Think about it, you got the high ground to start off with so its easy to push out and break a contain, however its gonna be an up-hill battle to take out each expo and then finally the enemies main.

So you will have this constant 50/50 battle in the center, while encouraging troop transport.

At the moment, if you control the center you basically win the game, but with the heights inversed, controlling the center still allows the both sides to have an equal advantage.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Sharp-eYe
Profile Blog Joined August 2009
Canada642 Posts
December 29 2009 04:30 GMT
#65
On December 24 2009 05:29 starcraft911 wrote:
Reminds me of all the original SC and BW 1.4 maps the games shipped with. When I'm playing vs my bad friends they always choose those random ass maps with a natural with like 3 mineral patches and 0 gas.... It's not that bad, but the smallness of the map gives me that feeling.

this is exactly what I thought. 2-3 expos available. Seems like you will need to be aggressibe, but I can also see some 1 base air unit openings.
Are you truly so blinded by your vaunted religion, that you can't see the fall ahead of you? - Zeratul III AKA WikidSik ingame (anygame)
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
December 29 2009 15:44 GMT
#66
On December 22 2009 09:57 Spartan wrote:
I actually really like this map (maybe someone could make a SC version of it)


http://www.teamliquid.net/forum/viewmessage.php?topic_id=108865

:p
POGGERS
old times sake
Profile Blog Joined November 2009
165 Posts
December 29 2009 19:55 GMT
#67
On December 24 2009 02:57 Waxangel wrote:
I thought three seasons of Gauntlet ZvZ would have taught Blizzard not to make super long walking distance 1v1 maps.

This. It was on the tip of my tounge. Hey that's like that one map... couldn't think of the name. Yeah!!! Gauntlet!!! Remember Ashrigo? Hahahaha.
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
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