Kind of shows how patient I am with reading long ass descriptions, eh? ^_^
iCCup (4)Faoi - Page 3
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Equinox_kr
United States7395 Posts
Kind of shows how patient I am with reading long ass descriptions, eh? ^_^ | ||
StylishVODs
Sweden5331 Posts
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jkillashark
United States5262 Posts
The map looks really really sweet. Thanks for the in-depth explanation of the map and a big congrats to making the ICCup Season 4 Map list. | ||
Response
United States1936 Posts
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SuperJongMan
Jamaica11586 Posts
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Slayer91
Ireland23335 Posts
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Nightmarjoo
United States3359 Posts
jkillashark, the doodads I think you're talkign about are there to shrink the choke to a specific size, and to keep that size equal for all players. I don't think they'll effect attacking or defending, but who knows. | ||
Nightmarjoo
United States3359 Posts
not a great game, but one of the better/closer games I've had on the map. It is somewhat back and forth, but I'd say he had the lead most of the game, and my shitty defiler control didn't help. Worth watching just to see the map in action. | ||
KwarK
United States41672 Posts
On February 29 2008 13:10 Nightmarjoo wrote: Thanks Bill307 Hm Kwark, I don't see how that is the case, any more so than in other maps atleast. On luna losing a battle in the middle gives you 2 chokes to pull back to. On Longinus it gives you a second open battlefield to fall back to. On Blue Storm you can pull back to higher ground. On Faoi if you have to pull back to the first defensible point from the middle you have sacrificed an expo. Not sacrificed in a Python way where they can now strike at it but in an "it's already dead" way. If the min line was facing away from the centre it'd be less vulnerable imo. | ||
Nightmarjoo
United States3359 Posts
iccup has started, so it's a bit late to make any changes anyway >< | ||
KwarK
United States41672 Posts
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recklessspite
United States15 Posts
Regardless, congratulations on getting into the iCCup map pack. I download the map pack only to see this and think, "Dude, WTF is this Faoi shit?" So I come here and *POOF*, there is a thread. I'll have to play a few games on it and give you a better response. | ||
Nightmarjoo
United States3359 Posts
Kwark, I'm pretty sure that's how it'll pan out, with players taking mains/nats before the min only. zvp on python, a lot of z take a nat before another expo already, so I expect it to be the same on faoi. I think that if you like python and longinus, you'll like this map. If you don't, then you'll probably hate it and wonder what demon spawned such an evil | ||
LumberJack
United States3355 Posts
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Sean.G
Spain889 Posts
But remember, as an alternative you have the island expos as well as any other main/natural on the map (remember it's a 4 player map), so losing control of the middle doesn't necessarily have to be that detrimental. | ||
KrisElmqvist
Sweden1962 Posts
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ScoutWBF
Germany593 Posts
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Nightmarjoo
United States3359 Posts
So far, my projected edits include: Top right's formation will be further worked on, and tested with zerg, not stupid terran >< The tile at bottom right's nat will be fixed that prevents building near the gas. I tested all of the mineral formations in a ums with computers, all terran. I noticed a slight but imo negligible difference in the mining speeds of top right and top left, balanced out imo with them having slightly faster mining nats. In the long run it would come out the same, and in the short run the mineral difference was pretty low. However, playing the map as zerg shows the difference in mining (for top right atleast) to be considerable (drones do mine differently than probes and scvs, etc). If you 9pool speed, you'll get around 84 minerals instead of 112 or w/e by the time you have 104 gas. That's bad >< An unbuildable tile will be added near top left's main ramp, same as the one present at bottom left's main ramp, forcing a 2depot rax wall, which is the same as the other three. Currently, top left can be walled with just depot/rax. The tile issues in the middle (with weird decoration line) will be fixed. Possibly decoration allover can be improved. I might move the islands closer to the center between the two players, unless this messes up the highground. I'll decide which way I like better for the min onlys, with the gap behind them in the cliff or without it. I think it exists there currently because of the difference in mineral formation and might be unfixable without altering the min lines (this is testbug's fault). I might move the 12/6 cliff towards the SW and NE to widen it a little, and alter the min onlys to fit there, the way they currently are on the other positions. This is only if it doesn't make the path near the mains of SW/NE too narrow. | ||
Liquid`Drone
Norway28528 Posts
then protoss struggles with beating off the push that eventually comes but then carriers become really awesome. | ||
Bazse
Hungary582 Posts
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