Main: 9M 1G
Natural: 7M 1G
3rd: 7M 1G
4th/5th: 7M 1G/6M 1G
Snow-gravel area cannot be built on. The two center hills cannot be built on.
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terrytree
25 Posts
Main: 9M 1G Natural: 7M 1G 3rd: 7M 1G 4th/5th: 7M 1G/6M 1G Snow-gravel area cannot be built on. The two center hills cannot be built on. | ||
oxKnu
1123 Posts
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FlaShFTW
United States9607 Posts
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terrytree
25 Posts
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Jealous
9883 Posts
How do you flank Terran mech on this map? How do you Forge Fast Expand vs. Zerg on this map? EDIT: Oops, missed the earlier responses. Fixing that ramp is a good first step but if the Hydras are on the high ground shooting down the Cannons, it could still be too much. Or Lurker contain on that high ground. | ||
oxKnu
1123 Posts
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aokces
United States309 Posts
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terrytree
25 Posts
Cut the ramp off entirely, narrowed the natural choke, and 3rd only has 1 ramp leading to it for ease of defense. | ||
Bonyth
Poland487 Posts
But how do you fight terran maxed out army as a protoss, where do you want to engage? Seems rough. But that's just theorycrafting, perhaps it could work out just fine. | ||
Freakling
Germany1525 Posts
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terrytree
25 Posts
On March 24 2019 06:33 Freakling wrote:
That's intentional. The whole point of the map is to secure the center high grounds if you want more than 3 bases. As for rest of your points, I am not sure, but I think it looks okay. Here is what I see: https://imgur.com/a/4onlxlE I made the no-building terrain by copy and pasting unbuildable tiles. | ||
terrytree
25 Posts
Toss ling-tight wall example. | ||
AntiHack
Switzerland552 Posts
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Freakling
Germany1525 Posts
On March 24 2019 08:29 terrytree wrote: Intentional or not, it's not going to make for good gameplay. Map control is just not equally distributed in all matchups.Show nested quote + On March 24 2019 06:33 Freakling wrote:
That's intentional. The whole point of the map is to secure the center high grounds if you want more than 3 bases. As for rest of your points, I am not sure, but I think it looks okay. Here is what I see: https://imgur.com/a/4onlxlE -> Mark the cliff vision at the edges of the ramp!I made the no-building terrain by copy and pasting unbuildable tiles. Where are those tiles taken from in the palette?EDIT: What this thread most of all seems to lack is : A download-link! | ||
Gorgonoth
United States467 Posts
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SCWes
Canada74 Posts
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terrytree
25 Posts
On March 24 2019 09:26 Freakling wrote: Show nested quote + Intentional or not, it's not going to make for good gameplay. Map control is just not equally distributed in all matchups.On March 24 2019 08:29 terrytree wrote: On March 24 2019 06:33 Freakling wrote:
That's intentional. The whole point of the map is to secure the center high grounds if you want more than 3 bases. Show nested quote + -> Mark the cliff vision at the edges of the ramp!As for rest of your points, I am not sure, but I think it looks okay. Here is what I see: https://imgur.com/a/4onlxlE Where are those tiles taken from in the palette? EDIT: What this thread most of all seems to lack is : A download-link! Okay, I will change the 4th and 5th locations. What do you mean "mark the cliff vision at the edges of the ramp"? I took a unbuildable tile at the edge of the cliff palette and c/p'd. I don't know what's the standard protocol for distributing map files here, and shouldn't I fix all these things before distributing the map file anyway? | ||
Freakling
Germany1525 Posts
What do you mean "mark the cliff vision at the edges of the ramp"? Units on the low ground can see things up the cliff at the edges of the ramp due to faultily set terrain level flags on the unwalkable part. There are layers and overlays to show you all of this in ScmDraft, by the way. No need to even open the map in-game to identify those bugs. I don't know what's the standard protocol for distributing map files here, and shouldn't I fix all these things before distributing the map file anyway? You cold upload it on broodwarmaps.net or just go with the file hosting site of your choice. Having a map file to open in ScmDraft makes it easier to identify problems and explain issues. | ||
terrytree
25 Posts
Here is the updated version. I fixed the new ramp's low ground vision ssue, changed the location of the 4th and 5th bases, added neutral eggs to help with the protoss wall-in against lings, and extended the wall between main and natural to help with zerg wall-in against vultures. Here's the link to map: www.panschk.de | ||
Freakling
Germany1525 Posts
Eventually you'll also have to address mining bugs and other pathfinding related issues. However, first you should focus on getting concept an layout better.
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