Listoric | | |
Very nice. :) |
tronicc | | |
:o It is based on my (4)Gurwaii map, but it was cuz i was too lazy to make again main bases, so i kept their positions and transformed the map into a new one woo ! O_+ |
flothefreak | | |
really interesting, impressive!
good look, originality in gameplay and seems executed very balancing, even focusing on little things. the middle seems a bit pointless as it's vanishing beside this great mainbase/exposetup-concept. this also leads to having no neutral expos which will slow down the midgame enormously.
great job. |
LGI | | |
OMG! I was just making a map with same concept for mains. Damn it... In last weeks i really look for new intresting main bases, so i had to pass trught all kinds of it... Well i will think of something else. Nice job Tronnic, i really the map overall.
But i think this map needs more resurs. I bet that on the 20 minute in 2v2 game, everything will be eaten, really! And do you want your map for 2v2 to be so fast? I have experiance in this, because in S-Range there wasn't many expands, just like yours, i even had air expands, and still everything was eaten in the 24 minute. So if you can't make natural expands, at least make some extra mineral blocks in mains and expands too. |
tronicc | | |
Not having nuetral expandsion is making it good or is it sarcasm ? O_+ I don't understand exactly what you just wrote.. I had no idea where to put neutrals expandsion so i give up. |
tronicc | | |
Referring to flothefreak ;)
|
Listoric | | |
How about that? (I hate center expos, as ever, but the only thing i could think of) |
LGI | | |
Very good idea. I like it. |
flothefreak | | |
ya, needed here
to at all costs, but i would help the map
still, the other version would work, too, but i feel the center expos should do a good |
MillenniumArmy | | |
IMO i think it's better to have the gas at the ground expos, not the ones next to your entrance. |
tronicc | | |
OK Here's the updated version -_-
Updates: As suggested above, i added 2 expands in middle. I also changed the "design of the middle"
and added some doodads/removed + better screenshot quality. Thx to starparty =)
I hope it is better =D |
tronicc | | |
2nd Update- Removed closest ramp to middle. Changed the expand placement in middle too. =) |
Listoric | | |
Looks more standard now. i like the new middle, but i also liked the center ramps better than it is now. felt more open and easier attackable.
i really like it. |
trcc | | |
But for exemple, 10 and 12 o clock were very close position with the ramp facing middle as well the 2 other starting locations :S |
Starparty | | |
just hit me that it reminds me of the mutual map me and travin started on.. :o |
Listoric | | |
True, trcc. I really like it, have to play it sometime! |
flothefreak | | |
but I think the map lost a lot of charme now :/ |
LGI | | |
Why? |
LGI | | |
Btw i don't know how is it in other locations but in the TvZ game, when he attack my expand from low ground, it was little anoying... Hope tanks can attack expands at other locations too, otherwise, it won't be fair. Or if the tank range is "save" in other locations, then make it save in the top one too. |
flothefreak | | |
the 3-ramps had more style imho. it was far more stylish. |
Listoric | | |
I's good as it is now, and it wasn't bad with 3 ramps either. Now it's more basic, and the second entrance lost it's worth a bit. (imo) but i already said it before. |
LGI | | |
I can't wall with one rax at 9 o'clock. Even zilots pass. See LGI, Chakala_1 vs Angel, AngelOfDoom(2on2, 1.13) repley. |
trcc | | |
I will fix this =) as well the upper siegeable nat. I really enjoyed the 3 1vs1 they were entertainig =) The 2vs2 was a bit boring, not enough action and that zerg sucked a lot so wasnt fair for you =P |
LGI | | |
trcc, can you make an obs version? It's MOTW and i am going to use it in the headoff tourney. |
trcc | | |
Done =O |
trcc | | |
I worked really hard yesterday to fix all the tankable naturals, and some tank drop zones, also made the minerals equal <3 Bill. I think i can say it is the very final version, except i find something in particular :)
Yay for PGT |
--v|mOsQ | | |
very very nice map |
LGI | | |
Btw the obz version is needs to be fixed. We have a 4 obz on this map in obz version, and they all got "Draw" screen in the beggining. |
LGI | | |
TakeMyDance vs virus_protoss(1on1, 1.13) - Very good replay! |
Spitfire | | |
trcc <3 Comet <3 nice addition to PGT mappack.
Added a 2v2 game on it. I will add more reps on Comet in future =D I know Testie and Mondi played there 2v2 =D |
Starparty | | |
yea, since it was zerg favoured so far im not surprised :p |
Starparty | | |
comet has now been played more than gAia :p |
Starparty | | |
since 1000+ games is enough to make a statistical conclusion, id say you have a badass z>p problem on this map jerome :p |
flo | | |
why this? I'd say the main/natural/minonly setup would be great for terran... |
Starparty | | |
flo, check the statistics :6
z owns p 60,3% to 39,7%. |
Inept | | |
lol only zerg players make comet thats why:) |
flothefreak | | |
i mean, which part of the map makes zerg so damn strong? it's 60/40! |
panschk | | |
Inept, I do not get the point. It is percentual win rating. Maybe you mean they have home advantage because the chose the map themselves?
I think it is the very easy natural that helps zerg. toss is best when he can pressure zerg (personal experience :O)
I don`t think it is that bad really. At least 2-3% could be just that z players on pgt seem to be slightly stronger than p on average. well, I don`t know :/ |
Starparty | | |
yea, that leaves 18-17% to imbalance :p |