Ok, if you want a game thats completly 100% mirroring goodness, although itll lack depth, go make one yourself.
some of gysers still cannot be built next to.
Two*.
No idea where you get two from i count one middle left area of map. My point was some are not suitible to defend properly.
Then make a decision. Do you sim those although you cant defend them and see if your opponent will kill them before they are cost efficent, or do you leave those as they are undefendable and therefore worthless to you?
Game is about choices, and more/more advanced choices=more depth.
location at top still isn't set well with the ramps. Overall the interuption area is much smaller than the other two capture points.
I'd argue that the other two are too big.
Fine if they are too big regardless they aren't the same size and it is rather annoying. Also the top one is off center and if your someone that has never used a map editor to look at this location It is quite a pain to memorize its total bounds as it doesn't tell you that you interupted them and your only feed back is when they capture it.
After a couple games, you can know the capture bounds by heart, its not that hard.
Again, depth. Do you run in even though theirs less of a chance youll make it? Leave it and go help someone else? Run behind to capture the weak hero on his way out? (situational, but not too rare of a possibility.)
Will the un buildable ground be reduced to make nexus more feasible to place arround map?
Not sure where you want it, there's plenty of places.
There isn't much area to place let alone defend one near uncaptured outposts either top or bottom which imo is where one would like if they didn't capture an outpost.[/quote]
Assuming both sides wanted an outpost, you wouldnt want one there because it would get killed during its building time, and not be worth the minerals at all. Also you put your probe in danger by simply moving it near a high-traffic area.
top no cannons at beacon ???
Captor beware.
Still don't like the fact that 2 outposts are more important than 1 of them. I would be fine if it were just one outpost with an advantage but two kinda irks me. Guess i gotta get use to it since neither you or unholy wana change this ever.[/quote]
This is another strategic decision making point, see above.
It's a shame nobody's given me the benefit of the doubt by asssuming that I would test something so simple before releasing it. ("Okay, let's put a Machine Shop here... test to make sure the players get it? Oh, okay, yeah the triggers gave it to me... let's quit the game before seeing if the upgrade to Vulture Speed does something considering the precedent of a majority of heroes!")
Honestly moose when i tested this It appeared quite fast and thus I never upgraded it because I was using minerals on attack which i thought would benefit me quite a bit more. This is the reason why I brought it up. In solo mode It appeared much slower which makes me quite confused. I guess the reason I thought it was fast is because I was gaming instead of just playing to test it out. Either way a simple yes or no answer would have sufficed instead of addressing it this way.[/quote]
Moose was slightly offended by your comment, and thus had to defend himself.
Blame his addressing it on yourself.
Top gyser guarded by cannons can be hit by mechs siege tanks, without taking dmg, and bottom base can't. In general bottom's gyser is more protected as 2 cannons will hit you no matter what unit you are if you attack it vs top one will hit you no matter your unit.
I moved the geyser slightly in the latest download. Test again, please.
No idea what gyser you changed I don't see a difference anywhere on the map Unless You maybe added some trees and thought that was good enough. First the gyser i'm talking about is the one defended by 3 of the top team's siege tanks. It is placed to the inside of the arena and the bottom's mirror gyser is placed to the outside of the area thus making the top gyser vulnerable to cannons. Also, when attacking the top gyser directly you will only be attacked by one cannon wether you are melee or ranged as you aren't in range of the other two. Compare this to the bottom where you will be hit by at least two execpt if you go thru the bottom base and attack it from behind which means youll be hit by cannons on the way to it.
This is a gameplay choice. See above.
bottom gysers seem more defensible than top gysers and also seem more clumped which can make defending easier.
So build by the bottom geysers and not the top ones.
well the one you talk of in another post along the bottom can defend spawn and guard the gyser fairly easily if you capture the outpost. My complaint here is it is better for bottom team beacuse if they cap the out post it completely cuts off the feed area between the base and outpost. If your the top it takes away your spawn microing space to accomplish the same thing and it doesn't cut off your feed very much due to where the spawn emerge/colide.
Possibly, possibly, the one actual true issue addressed in this post. I havent played yet so i cannot say for sure, however.
EDIT: Just read moose's post. I feel kinda repetitive because he posted his before mine and i neglected to check, but meh. Due to the fact that this is false, please check your facts before posting.
There we go. The last one is possibly an issue, and im fine with you discussing that, yeah.
But if you want to discuss how you feel a map should be mirrored, then go make your own.
Fair =/= Mirrored.
None.