] So you may be asking yourself, "What's different in this map than the original Nexus Wars?"
Summary: -New heroes -New units -New abilities -Map Terrain changes -Balancing changes and fixes
The lanes are longer just as in the WoL version.
Why I made the map in the first place? Once you played the map enough times, you see problems with it as an avid player and ladderer. I rebalanced the units so ladder tactics work now in a tug-of-war style map such as Nexus Wars.
Heroes are imbalanced and I implemented a hero level system and changed the upgrade scaling.
Why did I do this? Later in the game, it's pretty much about heroes. Tier 4 units give another option to late game strategies, allowing players to choose between hero rush or better unit composition.
So yeah, that's pretty much the reasons why I made this map. Fixing the problems I have seen on the map. As a result, there aren't 6 units that dominate the whole game. Now every unit is useful now. Real counters are here at last.
So, to give an example of how broken the old Nexus Wars map is, I will show you this video explaining how caging is done, AKA trapping units until you have an unstoppable force:
Since the creation of this map, an important thing was changed to make game play more exciting right at the start of the game: the cost of early units.
It doesn't make sense for Marine or Zergling to cost 50 minerals when 1 Zealot can kill a lot more than its worth, does it? In other words, the pricing is not cost-efficient in the old version, making early game play and strategies not viable and slow-paced.
Try the map out with your friends and give us your rating afterwards! Gameplay of last week event!
Took out winter theme. New map look like what it currently is in the first post.
One of the problems that has been fixed in Nexus Wars Pro is "floodgating."
Floodgating is creating half a wall to redirect the units to the other lane to make it a a 360 supply vs a 180 supply when the opponents pushes to your base. In essence, you never need to nuke at all if you have at the minimum sufficient build composition as your team won with pure numbers.
It's a cheap tactic that is frowned upon among higher level players, because it's defies what the game is about:countering.
On December 24 2014 17:32 MeesturViet wrote: Since the creation of this map, an important thing was changed to make game play more exciting right at the start of the game: the cost of early units.
It doesn't make sense for Marine or Zergling to cost 50 minerals when 1 Zealot can kill a lot more than its worth, does it? In other words, the pricing is not cost-efficient in the old version, making early game play and strategies not viable and slow-paced.