[M] Reverse Lost Temple - Page 2
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a176
Canada6688 Posts
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Antares777
United States1971 Posts
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Manbear
Canada306 Posts
On June 30 2010 14:01 Antares777 wrote: I think the real reason for making a reverse LT is just for making it and there actually being a reverse LT. I cannot picture myself playing on it/wanting to play on it. I liked the BW version allot, that map made some fun games. I'm assuming this map would also produce some fun games although I would like to try it with and without the ridges. | ||
CharlieMurphy
United States22895 Posts
On June 30 2010 05:14 a176 wrote: you completely removed reaper play? they can still harass a wall from above a ramp, or outside of it. They just don't get their jump jets. It is a side effect of making ridges to keep blink stalkers out (without air), which was a side effect of preventing units to be dropped up there. If you've got a better idea how to do this i'm all eyes. | ||
a176
Canada6688 Posts
On June 30 2010 18:09 CharlieMurphy wrote: they can still harass a wall from above a ramp, or outside of it. They just don't get their jump jets. It is a side effect of making ridges to keep blink stalkers out (without air), which was a side effect of preventing units to be dropped up there. If you've got a better idea how to do this i'm all eyes. sorry, but why would you want to eliminate cliff play altogether? | ||
dimfish
United States663 Posts
Besides, stalkers blinking down into the main cannot escape without vision back up, which either requires leaving a unit behind or putting down a pylon. I think it won't be so killer that every Protoss will get stalkers->blink every game on Reverse LT. | ||
urashimakt
United States1591 Posts
On June 30 2010 18:09 CharlieMurphy wrote: they can still harass a wall from above a ramp, or outside of it. They just don't get their jump jets. It is a side effect of making ridges to keep blink stalkers out (without air), which was a side effect of preventing units to be dropped up there. If you've got a better idea how to do this i'm all eyes. I actually think the lesser of two evils would be to allow sight and movement over those cliffs. Players are going to figure out how to play on any given map over time, limiting their options without testing some strategies out beforehand seems like an act of blandness, which we all know to be one of the 8 deadly sins. | ||
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