New OSL Maps - Page 9
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lastnode
Sri Lanka23 Posts
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Cambium
United States16368 Posts
I doubt they'd stay long. Demon's Forest has a very lame design, it now puts emphasis on luck, which is killing the balance of the game. | ||
goldenkrnboi
United States3104 Posts
i predict f&m will be a new strategy for T's on demon's forest. it looks like both maps are zerg friendly. especially demon's forest. yaay :D | ||
Kau
Canada3500 Posts
Right now it seems you can't rebuild the bottom assimilator, so destroying it might be permanent. And having one assimilator up allows some larger units (maybe up to dt size?) to get through. Edit: New map, allows rebuilding of both geysers, but there's a hole on the left between cliff and assim: Ver 2 Edit: Weird hole where the ghost doesn't fit but meds/rines/firebat/lings fit Ver 3 | ||
blagoonga123
United States2068 Posts
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LonelyMargarita
1845 Posts
If this is the case, terran would have all factory units walled, so vs toss they would always destroy the assimilators after sending their scout out (they can sneak other scvs out by starting/cancelling refineries. Otherwise, zealots can get in. This could play similarly to an island map but with an open expo for people expanding (kinda like 815 but with gas at the expo). I think the interesting concept is you can island off any other expo besides your nat (well, 4 ARE islands already, and 4 have the ability to be islands), so it actually might play like a multi-base island map (paradoxxx anyone?), but with the ability to scout all their bases with workers. I think it's an interesting concept. It might be better if I'm wrong and large units CAN fit through, otherwise we might see imbalances akin to paradoxxx. | ||
NastyMarine
United States1252 Posts
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weiliem
2050 Posts
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BluzMan
Russian Federation4235 Posts
Check the collision size of assimilator and vespene geyser in SCMDraft. Assims are MUCH smaller while vespene geysers have maximum collision size for their tile occupation. You can test it in SC by building something large near the geysers, checking that your units can't pass between, then taking the gas and suddenly they can pass. The ghost issue is quite funny - their collision size is a very long rectangle. On horizontal axis they are smaller than zerglings, while on the vertical they are roughly the size of a hydralisk. | ||
SpaNiarD
Spain338 Posts
On January 12 2008 12:44 blagoonga123 wrote: . Boxer for sure Troy will make ghosts useable again! :D | ||
greatmeh
Canada1964 Posts
is it a island map? the cliff blocks off units right? | ||
Chef
10810 Posts
A note to everyone: You cannot rebuild on the geysers after they've been destroyed. | ||
Emptyness
Bulgaria1016 Posts
I am really looking forward to the upcoming games in the OSL on Wednesday - wonder what Flash and Yarnc will come up with :p . | ||
SliM.Er
Hungary3 Posts
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LonelyMargarita
1845 Posts
On January 13 2008 02:08 PsycHOTemplar wrote: A note to everyone: You cannot rebuild on the geysers after they've been destroyed. How do you know this? | ||
Chef
10810 Posts
Better question: Why would I lie? Mappers talk to each other. I don't know the author of Troy, but a Korean named MapGhost who visits BWMN was one of the testers for these maps is in some form of contact with the author, and he said that's what the author said. | ||
Puosu
6983 Posts
If you could rebuild them you could also use them, so that'd mean you'd have 3 geysers in your natural. mass gas goooooo release the maps already ffs | ||
Chef
10810 Posts
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lololol
5198 Posts
On January 13 2008 04:15 Puosu wrote: If you could rebuild them you could also use them, so that'd mean you'd have 3 geysers in your natural. mass gas goooooo release the maps already ffs If they were empty, it wouldn't be much, since they'll bring just 2 gas per trip and you would need around 10 workers to mine them for just 1/2 the efficiency of 3 workers on a full geyser(or you'll need an extra nexus/CC, which will also be too expensive). | ||
Aurious
Canada1772 Posts
On January 13 2008 04:50 lololol wrote: If they were empty, it wouldn't be much, since they'll bring just 2 gas per trip and you would need around 10 workers to mine them for just 1/2 the efficiency of 3 workers on a full geyser(or you'll need an extra nexus/CC, which will also be too expensive). Obviously you underestimate the need for gas late game. | ||
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