Is that acceptable on this site or does it seem like advertisement? (not one specific map, be battlecraft 2.1, composition wars, etc.)
Corvuus
Forum Index > SC2 General |
Corvuus
United States9 Posts
Is that acceptable on this site or does it seem like advertisement? (not one specific map, be battlecraft 2.1, composition wars, etc.) Corvuus | ||
tido
Canada66 Posts
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jamesr12
United States1549 Posts
On July 13 2010 11:22 tido wrote: I have a question to ask: Are the maps we create in beta gonna still work after the game comes out? yes, i have no source but blizzard says as long as you save a copy on your computer you will just have to reopload | ||
dabom88
United States3483 Posts
In this replay of Whitera vs. DalaiLamer, I was watching from DL's point of view and noticed that he didn't even have to look at the area to make his buildings like his first Depot and Barracks. How are you able to make buildings without having to look at the area and physically put them somewhere? | ||
PredY
Czech Republic1731 Posts
On July 13 2010 12:28 dabom88 wrote: http://www.mediafire.com/?jj4zdmuzwzm In this replay of Whitera vs. DalaiLamer, I was watching from DL's point of view and noticed that he didn't even have to look at the area to make his buildings like his first Depot and Barracks. How are you able to make buildings without having to look at the area and physically put them somewhere? the FPV is bugged apparently and not working | ||
ALPINA
3791 Posts
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Zerathios
Sweden16 Posts
On July 13 2010 22:11 Alpina wrote: How to play as zerg on Kulas Ravine vs Terran mech? When they put tanks on high ground all over the base it gg pretty much =/ one way is to research ventral sacs and do drops on the tanks, tried that one? | ||
ALPINA
3791 Posts
On July 14 2010 03:54 Zerathios wrote: Show nested quote + On July 13 2010 22:11 Alpina wrote: How to play as zerg on Kulas Ravine vs Terran mech? When they put tanks on high ground all over the base it gg pretty much =/ one way is to research ventral sacs and do drops on the tanks, tried that one? No cause I would need to rush for ventral sacs and 300/300 is huge investment in mid game and also that would be too slow to get those upgrades. | ||
Zerathios
Sweden16 Posts
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Bob300
United States505 Posts
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a176
Canada6688 Posts
+ Show Spoiler [map] + ![]() | ||
jinetic
United States18 Posts
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lindn
Sweden833 Posts
looks amazing. i'd love to play that map :D | ||
Freeheals
United States488 Posts
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rastaban
United States2294 Posts
On July 14 2010 13:09 Freeheals wrote: I have a thought... What if units that are capable of being repaired by SCVs (tanks, thors, etc.) would burn, like buildings do, once they get below a certain health? Wouldn't that make sense? Not saying it should or shouldn't be that way, just wondering if anyone else thinks this makes sense? It is a cool thought, but would be difficult to balance and would necessitate mech to always have scvs. The other thing is that most protoss units can be repaired as well, they just have no means to do so without a terran ally. If it was going to be implemented I would prefer it to be added on a new unit that is considered an building but can move and fight, especially since the Terran are all into the transformers. I want want weak mini planetary fortresses the size of marauders with stubby robot legs, it would be so cute!!! | ||
ALPINA
3791 Posts
Looks like a cool map ![]() | ||
Nightmarjoo
United States3359 Posts
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Ghad
Norway2551 Posts
Looks really good buddy! Could you maybe make it like 10-20% wider in the middle so Zerg gets a bit more space to play on? | ||
Nafink
United States19 Posts
I've gotten to platinum but ive found myself now losing more games then i'm winning due to one sad simple fact: I'm terrible at hitting the keys I want to, it's not a problem of not knowing what to do, or of strategy or macro, It's that i know what to do, I go to do it, hit the wrong keys and something goes horribly wrong. Example: I had gone 4rax FE on LT vs a toss, Had equal bases with a 40 food army advantage, move in for the kill with a ghost/marauder/marine/viking force against a zealot/stalker/colossi force. Before I moved it I know my army was going in I was going to move to the far side of the cliff, emp, stim, then grab my vikings to level his colossus. What ended up happening was that I move in with my vikings sniped one colossus, missed an emp, half hit with two more, moved toward the ramp getting blasted by stalkers, walked into a choke between a pylon and got roasted, and never actually got stim off. I also consistantly find myself with random units hotkeyed into control groups they dont belong it (for example my main army group (4) ends up with all my production buildings in it, then I click and set all their rally points, have to remove them from the control group and end up wasting 15 seconds re doing control groups. Does anyone have any exercises, testors or just anything I can practice to get my hands more using to quickly hitting the correct keys? | ||
cheesecakuuu
Netherlands56 Posts
The upgrade text for Building Armor is "Upgrades the armor of structures by 2". The auto-turret, which also gets the +2, has the following attributes: Armored – Mechanical – Structure The PDD has: Light – Mechanical The Liquipedia also stated that the +2 works on the PDD. A) Shouldn't the PDD get an extra structure attribute ? B) Should the Building Armor upgrade text include the PDD? C) The +2 should not work on PDD. D) I am missing something... | ||
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