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konadora
Singapore66063 Posts
Haven't made a map in a long time ^^;
Ngoyo 0.75Changes:- Changed semi-island expo mineral/gas layout - Added 1 more mineral patch at 3/9 expo - Switched 5x crystalis with 2x hallucinated minerals for faster expanding by Z and P - Switched bottom base's geyser layout for better unit flow to backyard expo - More deco + Show Spoiler [Version 0.7] + Changes: - Redesigned island expansions - Removed 2x 0 mineral blocks at semi-island - Added 2 more mineral patches at semi-island - Added 1 more mineral patch at semi-island - Changed center of map a bit - Made main a bit smaller
+ Show Spoiler [Version 0.6] +Ngoyo 0.6
Info: (version 0.6) - Main: 10x minerals, 1x gas (minerals are 5x, stacked twice) - Main has a hoppable semi-island expansion that can be either 1) mineral-glitched over or 2) crossed over by destroying 5x neutral chrysalis. - Semi-island expo behind main has 2x 0-value minerals to prevent CC lift. - Island expansions with 2x 0-value minerals to prevent CC lift. - All mineral/gas are 1500/5000 value unless stated.
Download: Version 0.6 Version 0.7 Version 0.75
Suggestions and criticism please! Thanks :D
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Muta harass behind the first min line could be quite deadly.
Looks cool though, gj kona.
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ill be first to say terran imba, tanks abuse everything. GG.
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Easy 4 gas. Open field. Mineral line exposed. This could be zerg heaven. Let me play 20 or so games in iCCup to see how it turns out. GJ kona. What's with the name btw?
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you can do an scv trick and build turrets behind <- is that a mineral glitch ?
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Hmm, maybe you should rotate the nat minerals so they're next to the cliff instead of next to the map edge ^_^;;
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I don't see the point to the minerals at the island behind the main, since all races can hop workers equally well. It also looks really wide open in the middle making T pushes kind of hard to do.
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ALLEYCAT BLUES49484 Posts
Kona should apply to OMAT.
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looks very interesting @@
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wow looks really good, 10/10 for sure, can't wait to play on this.
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On April 30 2011 01:31 Nikon wrote: Hmm, maybe you should rotate the nat minerals so they're next to the cliff instead of next to the map edge ^_^;;
Sniff sniff, I smell a fellow zerg player? Btw what does Ngoyo mean? or what does it stand for?
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It looks nice, but the 4th @ 4 o'clock and 10 o'clock ramps are making me dizzy. I feel like looking at :
Also, what is the path between a base to another ? The map looks kinda symmetric, but it feels like sending a scouting worker would always use the high grounds on the right side. HBR was symmetric too, but when you select a worker from a main and right click the other main, it always takes the "bottom" path. It's not like it makes a huge difference, I'm just wondering.
On April 30 2011 01:33 hasuprotoss wrote: I don't see the point to the minerals at the island behind the main, since all races can hop workers equally well. It also looks really wide open in the middle making T pushes kind of hard to do.
It's not about being able to hop a worker or not, it's about being able to defend it against a fast drop. Like on Triathlon for example. (zergling slow drop ftw !)
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On April 30 2011 01:31 krzych113 wrote: you can do an scv trick and build turrets behind <- is that a mineral glitch ? Somewhat, but if/when turrets get overwhelmed, you can't reinforce with an army (aside from the tiny funnel where the egg is). Similar situation with triathlon's back nat.
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+ Show Spoiler [A million people already said it] +What's the point of the mineral block at the island? You know all three races can just glitch a peon thru right?
The middle is really empty and unsatisfying.
That said I'm willing to play you on your map for fun if you like. Just PM me.
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On April 30 2011 01:28 YPang wrote: ill be first to say terran imba, tanks abuse everything. GG. ROFL! Had to be done. :D
I think harassment behind the main mineral line could be quite a hassle. =/
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Harassment behind the mineral line honestly doesn't seem like a problem to me. T/P just take that before their natural, and turrets/cannons cover both main minerals and natural expansion. If anything it's much more safe than usual, except that anything with splash damage is going to do double damage.
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On April 30 2011 01:28 YPang wrote: ill be first to say terran imba, tanks abuse everything. GG.
While I'm usually one of the people that's saying this, this map doesn't look that strong for turtle mech
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On April 30 2011 02:24 Chef wrote:+ Show Spoiler [A million people already said it] +What's the point of the mineral block at the island? You know all three races can just glitch a peon thru right? The middle is really empty and unsatisfying. That said I'm willing to play you on your map for fun if you like. Just PM me.
I don't have BW on this computer right now to check it, but depending on the way the minerals are placed, it can be made so that workers cannot glitch through esily so it will require a lot of effort to do
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When I saw a new map thread I was hoping Konadora was behind it. Always enjoy your maps man, thanks for another. Vultures/Mutas/Anything behind the main mineral line is going to be super annoying. On a side note is there anyway for you to submit any of the maps you've made to Kespa?
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On April 30 2011 02:38 Mortician wrote:I don't have BW on this computer right now to check it, but depending on the way the minerals are placed, it can be made so that workers cannot glitch through esily so it will require a lot of effort to do That's not the case here. Especially since it is the main mineral line, it wouldn't matter even if they were all in a straight line.
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