siege tank imba, siege the bridge and win :D
Information from Korea - Page 91
Forum Index > BW General |
ne4aJIb
Russian Federation3208 Posts
siege tank imba, siege the bridge and win :D | ||
Terrorbladder
2703 Posts
There's only one ground path between the two naturals. Only 1 resource node between them. 3 disabled installation doors separate the two bases and the ground paths from the rest of the map. Looks like another Z map, Z pretty much has a 3rd uncontested gas, and they can use units from Hatcheries to attack other expansions in the "locked" zone while P and T will have to use drops to attack. | ||
c3rberUs
Japan11285 Posts
| ||
Terrorbladder
2703 Posts
On March 14 2018 19:22 c3rberUs wrote: and it's also locked by installation doorI like the concept minus one major flaw. The way to the rest of the map is one tiny bridge. One tiny bridge. O.O | ||
PVJ
Hungary5211 Posts
| ||
c3rberUs
Japan11285 Posts
So it's basically a island-like map where you and your opponent share an 'island' | ||
[sc1f]eonzerg
Belgium6408 Posts
| ||
Arvendilin
Germany1878 Posts
On March 14 2018 19:25 PVJ wrote: So does this mean they will retire Sparkle or Transistor? Not neccessarily, they could get rid of the only old map with Gladiator, tho I think that would be pretty weird, but who knows at this point | ||
Ollin
Poland77 Posts
On March 14 2018 19:47 [sc1f]eonzerg wrote: my gosh where you dl that map ? Riiiiiiiight there: + Show Spoiler + | ||
[sc1f]eonzerg
Belgium6408 Posts
thanks! | ||
[sc1f]eonzerg
Belgium6408 Posts
| ||
FlaShFTW
United States9913 Posts
| ||
Bakuryu
Germany1065 Posts
they picked an island map, which underwent big version chances in a matter of weeks. builds developed before the current version have basically been nullified.... they also picked a double main entrance map, with a different splitting + stacked main building. no building space in main. terran/protoss has to rethink where they place everything.... and now a map where both get a natural base and then there is this single abandonned base in bottom right corner, but 7!!!! bases behind the gates. you dont even need to defend your natural, just take all the bases behind the gates..... but hey, atleast the bottom right base has a whooping 6 mineral patches. (top left has more bases than bottom right has mineral patches T_T) i dont even know what i should say anymore...... the map needs big changes just to be playable. and when that time comes, there will be max 2 weeks to actually prepare. great | ||
Essbee
Canada2371 Posts
| ||
kogeT
Poland2023 Posts
| ||
Ikirouta
Finland727 Posts
I took a look at that map and potential bugs etc. | ||
Freakling
Germany1525 Posts
On March 14 2018 19:16 Terrorbladder wrote: technically they are enabled doors. Disabled would mean they'd be open (collision disabled), which is still useful to make ground unbuildable (I suggested this to fix the main resource depot stack bugs on Transistor), but does not block unit pathing.Hahaha what the hell is this let me see. There's only one ground path between the two naturals. Only 1 resource node between them. 3 disabled installation doors separate the two bases and the ground paths from the rest of the map. Looks like another Z map, Z pretty much has a 3rd uncontested gas, and they can use units from Hatcheries to attack other expansions in the "locked" zone while P and T will have to use drops to attack. Only until Terran gets Tanks and Mines, though…On March 14 2018 20:54 Bakuryu wrote: They think an overdose of the most radical will automatically make for the best, most innovative, most entertaining matches, I guess. Their complete disregard for proper planning ahead (with all the delays to ASL5 they'd have had months to test, update and select maps with a certain baseline level of balance, one would think…) runs counter to that goal, though.why does it look like afreeca is taking the worst possible maps out of their available picks. But maybe they just think that if they can induce enough chaos, Flash will falter this time (if it weren't for Flash actually playing a lot and having shown repeatedly that he can adapt to new maps well). On March 14 2018 20:59 Essbee wrote: Unfortunately this is true on basically every relevant level… Question is: What can be done about it?Their way of handling the map selection is amateurish at best. Wtf lol. | ||
kogeT
Poland2023 Posts
| ||
FlopTurnReaver
Switzerland1980 Posts
| ||
Arvendilin
Germany1878 Posts
Well we will see in a bit how the pro games turn out. | ||
| ||