A Starcraft 2 map crossover (from Blizzcon) (I don't know map, it seemed like it read 'Phaeton' so.. yeah lol)
On August 26 2009 19:07 konadora wrote: Btw take note that this was a 2v2 map during Blizzcon
Being originally a 2v2 map, the balance issue will definitely be different. Consider that this was actually meant to be a 2v2 map before commenting!
Basically a remake of this map:
Phaeton 1.2
Changes from previous version: - Main and Nat mineral-area slightly widened to allow more building space (defense near mineral lines) - Fixed 11 o clock backdoor ramp position - Added a slope near nat - Tightened main ramp - Ramp now wallable with 1 rax 1 depot (but still not ling-proof)
Features: - Main wallable (but not zergling proof) with 2 supply depot and 1 rax. Impossible to wall with 1 rax 1 depot. - Middle forest area gives blind vision - you have to get across the forest into the open area to have vision - 5x stacked Xel'Naga temples that when destroyed (both you and the other side), will open up a much shorter path between mains - Watch-tower attempt at 12 and 6 near center of map. Get on top of platform for higher ground vision. - 12 and 6 o'clock semi-island expos cannot be fast-expanded by Terran (cannot build CC and lift into the expansion)
On August 26 2009 18:27 Mortician wrote: The ramp to the main is kinda wide, all-in-speedling should be fun
I decided to use a slightly wider ramp first (gonna play a few games later on this map, post here if u wanna play, especially 2v2s) but if there is a balance issue I'll readjust it to the standard ramp size
On August 26 2009 18:59 maybenexttime wrote: It looks like you can land the CC on the other side and produce an SCV to mine the patch. Is that the case? ;p
Nope, there are invisible obstacles
About glitching probes/SCVs, there is no fucking way to do it with protoss. You can do it with terran, but it is very luck based, you need your SCV to be in a exact spot in order to jump over. I managed to pull if off a few times, but I dont think it is worth it, there will be a lot of minerals wasted
hmm, i'd imagine it'd be hard for non-carrier pvt builds if both spawned at top or bottom terran could turtle up his three bases with relative ease whilst slowly pushing into your main through the 6 or 12oc expos with the p unable to break the push b/c of ramps and a fairly narrow corridor
in fact i'd expect 90% of pvts on this map to use carrier builds