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Nice redo, however, how am i gonna rush zerg as a protoss player quickly now? seems like ill have to run further than in the normal version or is that just imaginative?
Edit: thinking about it.. i should start trying to remember what normal distances are.. no way to compare it otherwise..
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Shame to have the destructible rocks removed.
How about a destructible rock path from the 3rd expo to the main?
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You're really talented man, keep at it :-)
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It looks really tough to take a 3rd or 4th on this map now. Your choices are either the gold expo which is pretty vulnerable or the close blue which is in an awkward position. There's just a ton more area you need to defend on 3 bases now than before.
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On June 29 2010 05:57 Surreal wrote:Nice redo, however, how am i gonna rush zerg as a protoss player quickly now? seems like ill have to run further than in the normal version or is that just imaginative? Edit: thinking about it.. i should start trying to remember what normal distances are.. no way to compare it otherwise..
I believe blistering sands actually has the 3rd largest rush distance, after Steppes and Scrap Station. Just a thought ^^
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Hmm, I like the fact that the destructible rocks were taken out (nice cliff); plus the fact that the gap between the nat and gold is nice and open. Nice work.
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as a terran player, i fucking APPROVE.
also i think taking a 3rd isn't that difficult. grab the "old natural" expo and position your army on the ground between the 2 towers, on your side of the high ground. same sweet spot as the original map, covers your natural and 3rd, and gives quick access to towers and offensive positions.
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I like the destructible rocks in the mains of the original a lot. I have seen lots of cool strategies and had some crazy games because of them.
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On June 29 2010 06:17 joolz wrote: as a terran player, i fucking APPROVE.
also i think taking a 3rd isn't that difficult. grab the "old natural" expo and position your army on the ground between the 2 towers, on your side of the high ground. same sweet spot as the original map, covers your natural and 3rd, and gives quick access to towers and offensive positions.
If you grab the old natural you have to defend the natural entrance that's at 6/12 o'clock all the way up to the ramp to the gold expo at 10/4. That's a lot more than before where you could defend you gold just by covering the area in front of your natural + a little north/south for the entrance to the gold.
Plus before nat -> enemy gold was further than nat -> nat especially if you wanted to hit the back ramp to the gold. In this one nat -> third is the shorter of the 2 distances. In fact the shortest attack path if your opponent is on the 3 bases you suggest is going to be hitting the 'back' ramp of the 3rd. A lot of the same applies if your opponent is on the gold base.
Part of what makes Blistering Sands work is the 3rd bases are hard to take, but relatively easy to defend. Once you've secured enough ground to move out, destroy the rocks, and take the gold it's going to hold pretty well because it's out of the way for your opponent and you can easily move to defend it faster than they can get there (with good scouting).
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i really like how you were able to change the dynamics of the map. Now instead of having a left vs right, you now have a top vs bottom, which personally, I enjoy more =) As for the 3rd normal mineral expo, it seems like its just a bit...away (i dunno is this is the right word) from the rest of the map. Also, thanks for removing the destructible rocks from the back! that was seriously annoying to deal with when i played =P
keep up the good work! =D
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