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[M] Reverse Lost Temple - Page 2

Forum Index > SC2 General
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a176
Profile Blog Joined August 2009
Canada6688 Posts
June 29 2010 20:14 GMT
#21
you completely removed reaper play?
starleague forever
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 05:01 GMT
#22
I think the real reason for making a reverse LT is just for making it and there actually being a reverse LT. I cannot picture myself playing on it/wanting to play on it.
Manbear
Profile Joined August 2008
Canada306 Posts
June 30 2010 05:06 GMT
#23
On June 30 2010 14:01 Antares777 wrote:
I think the real reason for making a reverse LT is just for making it and there actually being a reverse LT. I cannot picture myself playing on it/wanting to play on it.


I liked the BW version allot, that map made some fun games. I'm assuming this map would also produce some fun games although I would like to try it with and without the ridges.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 30 2010 09:09 GMT
#24
On June 30 2010 05:14 a176 wrote:
you completely removed reaper play?

they can still harass a wall from above a ramp, or outside of it. They just don't get their jump jets.

It is a side effect of making ridges to keep blink stalkers out (without air), which was a side effect of preventing units to be dropped up there.
If you've got a better idea how to do this i'm all eyes.
..and then I would, ya know, check em'. (Aka SpoR)
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 01 2010 01:21 GMT
#25
On June 30 2010 18:09 CharlieMurphy wrote:
Show nested quote +
On June 30 2010 05:14 a176 wrote:
you completely removed reaper play?

they can still harass a wall from above a ramp, or outside of it. They just don't get their jump jets.

It is a side effect of making ridges to keep blink stalkers out (without air), which was a side effect of preventing units to be dropped up there.
If you've got a better idea how to do this i'm all eyes.


sorry, but why would you want to eliminate cliff play altogether?
starleague forever
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 01 2010 01:30 GMT
#26
What about instead of making a complete wall along the mains, put one or two gaps in it that cliff-walkers can get through? including blinking stalkers. At least if the gaps are small the defender can keep an eye on them, but its still a possible attack vector.

Besides, stalkers blinking down into the main cannot escape without vision back up, which either requires leaving a unit behind or putting down a pylon. I think it won't be so killer that every Protoss will get stalkers->blink every game on Reverse LT.
urashimakt
Profile Joined October 2009
United States1591 Posts
July 01 2010 01:56 GMT
#27
On June 30 2010 18:09 CharlieMurphy wrote:
Show nested quote +
On June 30 2010 05:14 a176 wrote:
you completely removed reaper play?

they can still harass a wall from above a ramp, or outside of it. They just don't get their jump jets.

It is a side effect of making ridges to keep blink stalkers out (without air), which was a side effect of preventing units to be dropped up there.
If you've got a better idea how to do this i'm all eyes.


I actually think the lesser of two evils would be to allow sight and movement over those cliffs. Players are going to figure out how to play on any given map over time, limiting their options without testing some strategies out beforehand seems like an act of blandness, which we all know to be one of the 8 deadly sins.
Who dat ninja?
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