what do you think about this map
Experimental map
What name would you give him?
Download:
http://www.panschk.de/mappage/maps/(4)KSspace 1.0(n).scm
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SBL-Keias
32 Posts
what do you think about this map Experimental map What name would you give him? Download: http://www.panschk.de/mappage/maps/(4)KSspace 1.0(n).scm Mineral & gas Preview + Show Spoiler + | ||
BLinD-RawR
ALLEYCAT BLUES48987 Posts
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CHEONSOYUN
492 Posts
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SOMAA
29 Posts
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ProMeTheus112
France2027 Posts
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The_Templar
your Country52796 Posts
On November 15 2017 14:45 SOMAA wrote: top and bot naturals too close It's a 2 player map. top left vs bottom right. | ||
Qikz
United Kingdom12010 Posts
Looks cool though, nice take on the formula. | ||
NoS-Craig
Australia3078 Posts
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ne4aJIb
Russian Federation3208 Posts
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SCC-Faust
United States3736 Posts
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ProMeTheus112
France2027 Posts
CB has small main base already, quite a lot smaller than FS or Python, but it's actually interesting to have small mains on some map I think because the thing that takes the most space typically is for P: gates and pylons for T: lot of things but mostly facts with addons and supplies for Z: no problem and that is interesting because it's true that there is usually a possibility of building your buildings outside your main bases. so you can start fitting your building in an area such as before the bridges so I think in this map the buildable space is not a problem, the main is small but not tiny and then there is quite a bit of space in front and some in back tanks I think they are only imba when there is too much that goes in their favor, like on LT or on some maps if the T can also build where they can easily bring tanks to a super solid defensive+offensive position or you know smtg that rly disrupts moving around the map and so on CB tanks are not imba because the high ground attack path doesn't control the front of the nat, and because you cannot build in the center area while the bridges are actually not an easy obstacle for tanks to pass without taking damage a third behind main sounds like it brings balance and possibilities for pvz openings so I like that I'm thinking like its just a different twist but what if the forward nat was mineral only, and you remove the xelnaga temples at top and bottom? just different cool oh what name? Circuit Unbreaker? ^^ | ||
Eywa-
Canada4876 Posts
Also, note about the mains, a small main seems automatically bad for T due to building placement, but a large main is also bad for T because they're the most likely race to be defending their main in the early game against harass, if the main is too large, it can be very hard for T to deal with reavers and mutas. | ||
fLyiNgDroNe
Belgium3958 Posts
On November 15 2017 19:28 SCC-Faust wrote: I love the map but I don't even think the biggest problem about it is siege tanks. Those main base sizes are so compact, I can hardly imagine you can fit many barracks/factories/gateways in them. Maybe everything looks smaller than they appear in image previews. oh lol man, you reminded me of this creature: + Show Spoiler + | ||
SBL-Keias
32 Posts
New Update now to 1.0 | ||
bovienchien
Vietnam1142 Posts
On November 18 2017 15:21 SBL-Keias wrote: Thank you all for your comments New Update now to 1.0 I see a little improvement from your new update. I think you should reduce amount of gas at third base. | ||
Psyonic_Reaver
United States4318 Posts
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ninazerg
United States7290 Posts
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ProMeTheus112
France2027 Posts
so many possible twists on CB alone eh^^ now islands on non starting pos instead of back nats | ||
onlystar
United States971 Posts
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iFU.pauline
France1388 Posts
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