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This has been changed so much that I'll have to relabel it "Neo Parallelism" now.
-Center is highground and 3500 gas each, 750 minerals each. -Top/bottom gas expos are 2500 each. -Center still has two 2x4 patches of creep and is completely walkable. \ -Min-only expansions are now accessible by second ramp.
Neo Parallelism 1.0: (Final unless enough interest is generated to modify it)
DL link: http://www.mediafire.com/file/lnnittdmy3k/Neo Parallelism 1.0.scm
+ Show Spoiler [Other old post] +Version 1.34 and 4 replays between C ranked players: http://www.repdepot.net/map.php?id=1821Rush distance has been fixed, and reduced turret space in the corner expos. Some Z players are expressing concern that muta harass is impossible but I have no idea how I should fix that. I'm working on v1.36 right now, will release after some tinkering and adding doodads :D.
+ Show Spoiler [Old post] +Hello TLnet! Since I'm still only an amateur mapper, my maps are probably not precariously balanced for matchups, so I decided to ask around here to see if anyone could give some advice as to how balanced this map actually is, and how to fix any glaring imbalances. I attached a picture and if anyone wants to playtest, the map files are here: UPDATE: v1.2 is up; addressed unbalanced walling issue for P and also fixed some minor terrain blending issues. Parallelism 1.2.zipThanks for your time, and please post feedback as needed.
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Looks nice. What's the creep in the middle supposed to accomplish?
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Can tanks be dropped in those areas between the cliffs beside the 3/9 expos?
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Rush distances between 4 and 7 o'clock are dangerously close. The same goes for the two top bases as well. You may want to keep the distances between bases the same. Then again, similar to Parallel Lines, you may have different ways to play out the game based off where your opponent spawns. I'm not sure if that is what you were aiming for.
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Just me or are 3rd (and even 4th) gas incredibly easy to get and defend???
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If you put an expansion straight in the middle (if possible, can't really tell), one player would be able to have an expansion with 4 gas? While I agree this would be horrible to defend, Im sure it would be possible, since it reduces the number of other expansions you need to your main and an island or something. Hmm.
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The creep is 2x4 (so holds every zerg building that needs creep). I haven't actually developed an "obvious" use for it, but some potential ones are: -Hidden tech -Nydus -On-site spore colonies? I don't think this is important.
Tank holes... yeah. That's a problem (see thread for a illustration of all existing tank holes). I put the cliffs there to make tanks unable to hit your main gas, but there are still huge tank holes. Should I replace it with water and get it over with?
EDIT> Quadruple gas is impossible, worker buildings don't fit there.
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In Korea you would get sued for plagarism cuz of the name =P (Parallel Lines) Cuz Koreans are so nitpicky about things....
Why do I see Eye of teh Typhoon and Namja iiyagi on a forest tileset...
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On February 09 2010 07:06 Excel Excel wrote: EDIT> Quadruple gas is impossible, worker buildings don't fit there.
I see.
However, one could set up an expansion there, claiming gas 1 and 2, and distance mine 3-4, which wouldn't require that much workers for 100% efficiency.
Not much of an issue though
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On February 09 2010 07:10 404.Half wrote:Show nested quote +On February 09 2010 07:06 Excel Excel wrote: EDIT> Quadruple gas is impossible, worker buildings don't fit there. I see. However, one could set up an expansion there, claiming gas 1 and 2, and distance mine 3-4, which wouldn't require that much workers for 100% efficiency. Not much of an issue though  My guess is the additional worker cost to distance mine 3+4 efficiently is enough that you might as well just toss up an expo there anyway (especially for zerg).
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"Parallel Lines" "Eye of teh[sic] Typhoon" "Namja iiyagi"
I have honestly never heard of these maps; must be a really scary coincidence O.o The only maps I really know are the ones in the iCCup mapset and the "special" concept ones like DMZ. I just went "hmm a symmetrical map would be nice" and just sketched everything out.
You know, I could make quadruple gas possible... but that would make T contains incredibly OP.
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i don't see those 9+3 oclock expansions ever get taken
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On February 09 2010 07:12 crate wrote:Show nested quote +On February 09 2010 07:10 404.Half wrote:On February 09 2010 07:06 Excel Excel wrote: EDIT> Quadruple gas is impossible, worker buildings don't fit there. I see. However, one could set up an expansion there, claiming gas 1 and 2, and distance mine 3-4, which wouldn't require that much workers for 100% efficiency. Not much of an issue though  My guess is the additional worker cost to distance mine 3+4 efficiently is enough that you might as well just toss up an expo there anyway (especially for zerg).
I was thinking along the same lines.
I'm testing right now how many workers you need to get those 4 gases running, will edit post accordingly.
EDIT: They're actually quite far, 3-4 workers for the close ones, and 7 for the far ones, using drones.
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A Z player probably won't mind having 4 hatcheries there anyways, if you are ahead enough to keep the enemy out of the center.
But seriously, should I just get rid of the cliffs and replace them with water? Tank holes might make this even more T-favored than it is already.
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On February 09 2010 07:19 Excel Excel wrote: A Z player probably won't mind having 4 hatcheries there anyways, if you are ahead enough to keep the enemy out of the center.
But seriously, should I just get rid of the cliffs and replace them with water? Tank holes might make this even more T-favored than it is already.
If you have tank holes then yeah put em with water =P Also gets rid of the ghost nuking there all the time stuff that was kinda exploited by Boxer on Longinus
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Imo, ghost holes are incredibly awesome ;D
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Wow that one looks really amazing, i will try this one later on! thanks btw, and keep up the good work dude, make more maps.
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There is actually 1 ghost hole on that tiny platform near the natural. A HT also fits, but you need pixel-perfect shuttle micro (there is a 0-pixel margin of error for HT placement. LOL.)
EDIT> What I'm talking about:
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Nice. Maybe one day foreigner maps can be used in a future TSL!
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