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[M] Uptown Lowtown - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 All
Channel56k
Profile Joined June 2010
United States413 Posts
July 01 2010 22:11 GMT
#21
On July 02 2010 06:44 Antares777 wrote:
Yes i am blind jk
sorry couldn't count the number of crystals

I wasn't trying to be offensive at all.
I even put the thumbs up symbol!


Well its my bad if i took it the wrong way, you put a lot of time into something, you are quick to defend it.

I am working on a 3rd version for now.

"Do yourself a favor, and don't listen to me."
Channel56k
Profile Joined June 2010
United States413 Posts
July 01 2010 22:14 GMT
#22
On July 02 2010 04:47 CharlieMurphy wrote:
why does every map need a backdoor d-rock and every gold base need d-rock? Why is the nat so far away from the ramp? why is mapsize/paths so small/narrow?


Your right every map does not need rocks at the gold, especially those with gold expos as far away as this one and scoutable by a zel naga. The back door rocks are, however, an integral part of this map as they provide quicker access to the gold and line of sight blocking choke.

A player may want the ramp blocked for the first 5 minutes of the game but then knock them down himself to gain ease of access to the other half of the map.
"Do yourself a favor, and don't listen to me."
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 01 2010 22:22 GMT
#23
On July 02 2010 07:14 konicki wrote:
Show nested quote +
On July 02 2010 04:47 CharlieMurphy wrote:
why does every map need a backdoor d-rock and every gold base need d-rock? Why is the nat so far away from the ramp? why is mapsize/paths so small/narrow?


Your right every map does not need rocks at the gold, especially those with gold expos as far away as this one and scoutable by a zel naga. The back door rocks are, however, an integral part of this map as they provide quicker access to the gold and line of sight blocking choke.

A player may want the ramp blocked for the first 5 minutes of the game but then knock them down himself to gain ease of access to the other half of the map.


It's almost always bad to have two entrances to your base - all this does is promote 1 base play really, and heavily limits the strategic potential of the map imo.
Channel56k
Profile Joined June 2010
United States413 Posts
July 01 2010 23:19 GMT
#24
On July 02 2010 07:22 FabledIntegral wrote:
Show nested quote +
On July 02 2010 07:14 konicki wrote:
On July 02 2010 04:47 CharlieMurphy wrote:
why does every map need a backdoor d-rock and every gold base need d-rock? Why is the nat so far away from the ramp? why is mapsize/paths so small/narrow?


Your right every map does not need rocks at the gold, especially those with gold expos as far away as this one and scoutable by a zel naga. The back door rocks are, however, an integral part of this map as they provide quicker access to the gold and line of sight blocking choke.

A player may want the ramp blocked for the first 5 minutes of the game but then knock them down himself to gain ease of access to the other half of the map.


It's almost always bad to have two entrances to your base - all this does is promote 1 base play really, and heavily limits the strategic potential of the map imo.


EDIT: version .3 is up

It is certainly a legit opinion, however, the "back door" is something integral to the strategy of SC2.

Should all maps have a back door, no, do we need maps that do, yes.

The back door like anything needs to compliment the map. In this case, it allows access to the entirety of the map by sacrificing stability. It is a choice the player needs to make.
"Do yourself a favor, and don't listen to me."
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 01 2010 23:41 GMT
#25
On July 02 2010 08:19 konicki wrote:
Show nested quote +
On July 02 2010 07:22 FabledIntegral wrote:
On July 02 2010 07:14 konicki wrote:
On July 02 2010 04:47 CharlieMurphy wrote:
why does every map need a backdoor d-rock and every gold base need d-rock? Why is the nat so far away from the ramp? why is mapsize/paths so small/narrow?


Your right every map does not need rocks at the gold, especially those with gold expos as far away as this one and scoutable by a zel naga. The back door rocks are, however, an integral part of this map as they provide quicker access to the gold and line of sight blocking choke.

A player may want the ramp blocked for the first 5 minutes of the game but then knock them down himself to gain ease of access to the other half of the map.


It's almost always bad to have two entrances to your base - all this does is promote 1 base play really, and heavily limits the strategic potential of the map imo.


EDIT: version .3 is up

It is certainly a legit opinion, however, the "back door" is something integral to the strategy of SC2.

Should all maps have a back door, no, do we need maps that do, yes.

The back door like anything needs to compliment the map. In this case, it allows access to the entirety of the map by sacrificing stability. It is a choice the player needs to make.


Hardly an integral strategy - I expect to see it die out as soon as more competitive maps come out, but who knows. I doubt it will last.
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2010 23:51 GMT
#26
Nice job fixing some errors in V3.


...and yes backdoors are AWESOME.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
July 02 2010 00:02 GMT
#27
On July 02 2010 08:41 FabledIntegral wrote:
Show nested quote +
On July 02 2010 08:19 konicki wrote:
On July 02 2010 07:22 FabledIntegral wrote:
On July 02 2010 07:14 konicki wrote:
On July 02 2010 04:47 CharlieMurphy wrote:
why does every map need a backdoor d-rock and every gold base need d-rock? Why is the nat so far away from the ramp? why is mapsize/paths so small/narrow?


Your right every map does not need rocks at the gold, especially those with gold expos as far away as this one and scoutable by a zel naga. The back door rocks are, however, an integral part of this map as they provide quicker access to the gold and line of sight blocking choke.

A player may want the ramp blocked for the first 5 minutes of the game but then knock them down himself to gain ease of access to the other half of the map.


It's almost always bad to have two entrances to your base - all this does is promote 1 base play really, and heavily limits the strategic potential of the map imo.


EDIT: version .3 is up

It is certainly a legit opinion, however, the "back door" is something integral to the strategy of SC2.

Should all maps have a back door, no, do we need maps that do, yes.

The back door like anything needs to compliment the map. In this case, it allows access to the entirety of the map by sacrificing stability. It is a choice the player needs to make.


Hardly an integral strategy - I expect to see it die out as soon as more competitive maps come out, but who knows. I doubt it will last.

Ya, I must agree with you. I personally never play maps with backdoors if I have the choice of map. I dont like them at all. They promote one base all in strategies too much.
Channel56k
Profile Joined June 2010
United States413 Posts
July 02 2010 00:47 GMT
#28
I dont understand the back door discussion.

For one it needs to be discussed in reference to a map. Not an integral strategy? Something with a static effect on a map is not integral, the back doors have a large effect on the map and are therefore integral.

You think they are going to die out? Its certainly a possibility, but they may not because they have also been used to improvise new strategies. Take Nazgul's gateway block on BS. I think its a mistake to write off back doors so quickly because its not SC1 enough.

Does it promote one base all in? Sure, but a back door alone does not. That depends on the location of a nat, the size of a map, the race, the mains mineral count.... Again you cant call a cliff OP if you havent even considered how one gains access to it.

The back door in relation to the map at hand serves a duo purpose. The host will want to break down the rocks to allow faster access to the opponents 3rd and his gold. Also, notice that a players front door has a closer path to the opponents backdoor for both players. All this an more needs to be considered. Not.... "i dont like back doors, they promote one base all in play."
"Do yourself a favor, and don't listen to me."
Channel56k
Profile Joined June 2010
United States413 Posts
July 02 2010 00:50 GMT
#29
On July 02 2010 08:51 Antares777 wrote:
Nice job fixing some errors in V3.


...and yes backdoors are AWESOME.


Thanks, pls keep the balance suggestions coming, i like to think people think ill take them seriously. I have other maps to balance so the objective is to move forward.
"Do yourself a favor, and don't listen to me."
Channel56k
Profile Joined June 2010
United States413 Posts
July 02 2010 05:41 GMT
#30
V4 up
"Do yourself a favor, and don't listen to me."
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