K_A | | |
New map Phogna Bologna
Pronouced Foh-nee Buh-loh-nee
Mineral Values in the middle 2 expansions
1500-1500-1500-500-500-8-500-500-1500-1500-1500
Creep Colonies at these 2 expansions prevent players from mining out the 8 value chunks without destroying them first (allowing for walking through the middle)
All of the other bases have standard 5000/1500 gas/mineral values. modified by K_A |
Phobic | | |
Muta harass-GG. I would allow for turrets at natural or extend the main so that units can defend the natural mineral lines from high ground |
JungleTerrain | | |
Yeah, Muta harass is pretty strong on this map.
Why is everyone making double entrance naturals nowadays? They are inherently imbalanced. |
CrystalDrag | | |
^ Jep. ZvP Imba.. |
LasTCursE | | |
lol at expo placement :D |
CrystalDrag | | |
Need to add tureet space
find a way protoss is not screwed vs 9 pool..
I think the north west part is the normal pathing, so how about temples at the ramps of the mineral onlies |
sTY_leZerg-eX | | |
oO This is nice, another map 4 the comp yes! |
Freakling | | |
Double entrance nat, Z>P, T>Z and from the looks of it I'd say T>P. block off the top path completely.
No one will ever take that low ground double gas expo.
There are way too few expos for a map this size. |
K_A | | |
12 expos is too few?
What's so bad about 2 enterances it allows for more flanking room.
I'll probably end up blocking off one of the paths anyways. modified by K_A |
JungleTerrain | | |
"What's so bad about 2 enterances it allows for more flanking room."
Tears of the Moon. The map was removed from Starleague or w/e competition it was used because protoss could NOT win |
ArcTimes | | |
Yes :_( It was called "tears of the protoss" because of that. |
LasTCursE | | |
Fuck protoss :> |
K_A | | |
New buildings... Blue storm chokes at the low ground double gas :] |
ArcTimes | | |
Protoss rules :P |
K_A | | |
Is there anyway to get rid of the stupid crashing that happens when you play a map with 112 dimensions? |
ArcTimes | | |
Maps don't crash when they are 128x112. If anyone can enter your map, tell them to join again. It happen to me some times, and on 128x128 maps too. |
K_A | | |
O gawd I don't want to redo this all over again T.T |
JungleTerrain | | |
The map is 112x112? Idk if that makes it crash, maybe it does. 128x112 and 128x112 are sure to work though. |
Freakling | | |
112² doesn't work. I am not sure whether it crashes or just screws up the minimap.
I thought this was 128²... Redo it in 128x112. |
K_A | | |
New Size 128x112 |
JungleTerrain | | |
Looks hard to expo once you get your first four bases. |
K_A | | |
LOL just realized this looks like Darth vader if you tilt your head left >.< |
CrystalDrag | | |
TANK THEM NATURAL MINERALS WITH A LIFTED FACTORY!
Hard third gas. modified by CrystalDrag |
K_A | | |
You would need to build a fcatory....float it past your opponents base....land the factory....build a machine shop....build a tank....lift off the factory....and then float it over the base to see the minerals. modified by K_A |
Freakling | | |
No, you just wall your ramp, lift your initial rax and send it over as scout, float a factory down, build a machine shop and tank the nat from the backdoor. You'd at least need another factory to somehom defend your main, though... |
K_A | | |
I think by that time you might just be dead...
and if you did it later on the person might have already opened up the path. Should I just use easier-to-kill buildings? |
CrystalDrag | | |
Push the neutral buildings back.... |
K_A | | |
Fixed a problem that allowed certain units to cross through the top blue storm choke, and an issue preventing players from building on one of the geysers |
CrystalDrag | | |
Can tanks shoot the cc/hatch/nex behind the temples at the 3rds |
K_A | | |
They can reach the mineral lines, but they can\'t hit the building itself >.>
Edit:
Minor Bugfix Update modified by K_A |
CrystalDrag | | |
Can tanks shoot the main gas?
It looks really close. |
K_A | | |
I'll have to check that some other time.
Minor Updates: Will be polishing this up for the tour.
Removed the creep colonies at the min onlies and added to the minerals in those spots. It takes 4 workers to mine all the way through efficiently. Hopefully this the route between the bases will be used now for hidden tech etc. Before that people didn't need to scout it but now they will. modified by K_A |