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Looks nice but is that whole cliff by the nat able to be dropped on?
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Who the hell vomitted this out :/
NAW MAN IM KIDDING, It looks good. Keep going big ;D
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Looks really cool. Only one question, is there only one way to access the high yield expansion? If so I think it would be a bit too easy to defend.
I also remember that a lot of people were crying about the ridges when HBR was converted the first time that they're not any good because of the missing high ground mechanic. I think it's still cool because you don't see stuff shooting from high ground^^
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On August 03 2010 07:30 FlopTurnReaver wrote: Looks really cool. Only one question, is there only one way to access the high yield expansion? If so I think it would be a bit too easy to defend.
I also remember that a lot of people were crying about the ridges when HBR was converted the first time that they're not any good because of the missing high ground mechanic. I think it's still cool because you don't see stuff shooting from high ground^^ The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.
As for the ridges, they force slower armies like a mech ball to be more careful about when they try to cross one of them
On August 03 2010 07:28 Numy wrote: Looks nice but is that whole cliff by the nat able to be dropped on? The section that sticks out from the lake behind it is not pathable (cliffwalkers have to go INSIDE the natural and walk up the cliff to abuse it - if the rock hasn't been broken). Other than that, the rest of it is droppable, uor you can just walk up and break the rock down.
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On August 03 2010 07:42 prodiG wrote: The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in. Well that's good but doesn't have anything to do with the ability to defend easily >.>
I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/
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On August 03 2010 08:07 FlopTurnReaver wrote:Show nested quote +On August 03 2010 07:42 prodiG wrote: The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in. Well that's good but doesn't have anything to do with the ability to defend easily >.> I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/
It has everything to do with it being easy to defend, the player needs to scout it often BECAUSE it is so easy to hold and it is also a high yield, even if it was a normal expansion it would still need to be scouted often however the fact that it is high yield makes it even more vital to keep track of along with it being easy to defend.
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would it not be better to make the destructible rocks not cover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.
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On August 03 2010 08:17 Madkipz wrote: would it not be better to make the destructible rocks not cover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down. ...It does
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On August 03 2010 08:15 Manbear wrote:Show nested quote +On August 03 2010 08:07 FlopTurnReaver wrote:On August 03 2010 07:42 prodiG wrote: The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in. Well that's good but doesn't have anything to do with the ability to defend easily >.> I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/ It has everything to do with it being easy to defend, the player needs to scout it often BECAUSE it is so easy to hold and it is also a high yield, even if it was a normal expansion it would still need to be scouted often however the fact that it is high yield makes it even more vital to keep track of along with it being easy to defend. If a player does a good push and takes out a good advantege where the opponent can't counter right after the attack he can get the expansion easily and the opponent can scout it as much as he wants to. Just saying, on my maps people cried when the high yield expo was in the middle of the map and had only 4 accesses.
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hey that gold expo is just too safe if you take your third. its an auto 4th =/
and even the fifth is easy to secure once you have the third, you should move that 5th more where the water is. and open an other big way to the gold expo
and good thing you made an overlord spot at the nat. I hope you did it intentionally, you should do it in each map. Think about zergs =(
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On August 03 2010 08:50 ProTosS4EveR wrote: hey that gold expo is just too safe if you take your third. its an auto 4th =/
and even the fifth is easy to secure once you have the third, you should move that 5th more where the water is. and open an other big way to the gold expo
and good thing you made an overlord spot at the nat. I hope you did it intentionally, you should do it in each map. Think about zergs =( Nobody said you had to expand horizontally. Why not expand downward, toward your opponent?
By doing this you'd be pushing toward the back of his natural expansion ;D
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third is closer if you expand horizontally
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Map is published on US as "iCCup Starchild" Gold expansions now have five patches instead of six.
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Bump for update:
Version 1.2 -Added rocks and building blockers to prevent protoss from warping units in behind the rock @ natural -Added destructible rock to 2 and 6 o'clock expansions to make mass expanding take longer Version 1.1 -Changed the gold to only have 5 mineral patches instead of six
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I think the ramp near the natural is a bit unfair, Terrans can take much more advantage of it especially because the building blockers prevent nydus/warp-ins now (according to 1.2 updates). Drop a few tanks on the ledge without taking out the destructible rocks and GG.
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On August 10 2010 22:39 Ipp wrote: I think the ramp near the natural is a bit unfair, Terrans can take much more advantage of it especially because the building blockers prevent nydus/warp-ins now (according to 1.2 updates). Drop a few tanks on the ledge without taking out the destructible rocks and GG. Heh, I probably should have been more clear in the changelog. Only a.~4x5 area on the side of the rock facing the 6 and 12 o'clock expansions is unbuildable, not the whole area.
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On August 03 2010 08:24 prodiG wrote:Show nested quote +On August 03 2010 08:17 Madkipz wrote: would it not be better to make the destructible rocks notcover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down. ...It does You did not understand what i tried to say. Let me try again.
Big rocks take time to get down for both zerg and protoss.
It is very fustrating + Show Spoiler +lots of ugly words, tearing the hair off my head kind of fustrating to expand there for zerg only to find reapers on top of cliffs you can not get to unless you pre empatively break down a set of rocks that you simply wont be able to break down in time.
Zerg are already disadvantaged by the distance it has from main to natural.
This is stepping into kulas ravine territory where a good terran will win against zerg purely because he has all the map advantages.
I am sorry that this is coming late but Real life is busy.
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On August 10 2010 23:04 Madkipz wrote:Show nested quote +On August 03 2010 08:24 prodiG wrote:On August 03 2010 08:17 Madkipz wrote: would it not be better to make the destructible rocks notcover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down. ...It does You did not understand what i tried to say. Let me try again. Big rocks take time to get down for both zerg and protoss. It is very fustrating + Show Spoiler +lots of ugly words, tearing the hair off my head kind of fustrating to expand there for zerg only to find reapers on top of cliffs you can not get to unless you pre empatively break down a set of rocks that you simply wont be able to break down in time. Zerg are already disadvantaged by the distance it has from main to natural. This is stepping into kulas ravine territory where a good terran will win against zerg purely because he has all the map advantages. I am sorry that this is coming late but Real life is busy. oh i get it, you double negative'd my face off :<
reapers have to run into the natural to get up the cliff, they can't get up from the back so the zerg at least has an opportunity to snipe them before they run up. other than that, i'd have to test the rocks as they are now vs. a rock only blocking the one side to make a concrete decision
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Whens this coming to SEA? !
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