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(2) The Shallows
Jul 2 2010, 4:45 pm
By: Syphon  

Jul 2 2010, 4:45 pm Syphon Post #1





Easy to defend main, hard to defend natural. Rocks block decent pushes from large sized units. Shallow water!

http://www.mediafire.com/?rjguxjmmnxt



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Jul 2 2010, 5:08 pm ImagoDeo Post #2



Holy crap, what is it with you and tiny mains? No one likes tiny mains. Except zerg. And that makes zerg > all, because YOU CAN'T BLOODY FIT ENOUGH GATEWAYS AND RAXES IN THERE.



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Jul 2 2010, 5:26 pm Syphon Post #3



Quote from ImagoDeo
Holy crap, what is it with you and tiny mains? No one likes tiny mains. Except zerg. And that makes zerg > all, because YOU CAN'T BLOODY FIT ENOUGH GATEWAYS AND RAXES IN THERE.

What is it with you and not being able to judge the size of bases?



Here's a base with every toss building, 6 gates, 5 stargates, 2 robos, AND LOOK AT THAT IT ALL FITS COMFORTABLY.

Do you just have fucking horrible Sim City or something?



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Jul 2 2010, 5:43 pm UnholyUrine Post #4



I Don't really like the way the mains are shaped. Again, I feel it's a little too tight...

Yeah you can fit all these buildings there, but in reality, people will build them together, rather than spread them out like you did with the editor... THEN you'll start seeing huge clutter.
There's nothing wrong with having a choke, but clutter inside the base is bad :(

Also, is that walkable water? :D

I don't see much point in having destructible rocks at the high yeilds, cause they're already in the line of fire (rushing lane), and pretty much out in the open! They're also not perfectly symmetric... tsk tsk!



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Jul 2 2010, 5:52 pm Syphon Post #5



Quote from UnholyUrine
I Don't really like the way the mains are shaped. Again, I feel it's a little too tight...

Yeah you can fit all these buildings there, but in reality, people will build them together, rather than spread them out like you did with the editor... THEN you'll start seeing huge clutter.
There's nothing wrong with having a choke, but clutter inside the base is bad :(

Also, is that walkable water? :D

I don't see much point in having destructible rocks at the high yeilds, cause they're already in the line of fire (rushing lane), and pretty much out in the open! They're also not perfectly symmetric... tsk tsk!

In 99% of games they'll build far, FAR fewer buildings than I placed.

That is indeed walkable water.

And it's not perfectly symmetrical cause I didn't copy and paste it all. The high yields aren't in the rushing lane once the middle is down, I wanted it to be highly competitive for resources.



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Jul 2 2010, 6:04 pm ImagoDeo Post #6



Quote from Syphon
Quote from ImagoDeo
Holy crap, what is it with you and tiny mains? No one likes tiny mains. Except zerg. And that makes zerg > all, because YOU CAN'T BLOODY FIT ENOUGH GATEWAYS AND RAXES IN THERE.

What is it with you and not being able to judge the size of bases?



Here's a base with every toss building, 6 gates, 5 stargates, 2 robos, AND LOOK AT THAT IT ALL FITS COMFORTABLY.

Do you just have fucking horrible Sim City or something?

Heck no.

I dare you to move an army through that without cursing at how bloody long it takes. I could annoy the bloody heck out of you with reapers there and because of the clutter you'd be cursing me and screaming and wishing you'd MADE THE MAINS BIGGER.



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Jul 2 2010, 6:57 pm Syphon Post #7



You're aware that Reapers can't jump up double cliffs?



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Jul 2 2010, 7:33 pm ImagoDeo Post #8



Quote from Syphon
You're aware that Reapers can't jump up double cliffs?

Yes, and I could still bug the heck out of you with them. More importantly, if we were playing PvZ with me as Zerg, I'd steamroll you with muta harass so hard your grandchildren would cower when they heard wings flapping.

Side note - You used the main AND the natural to fit all those buildings. The main is supposed to comfortably fit much more than that all by itself.



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Jul 2 2010, 11:43 pm JaBoK Post #9



Terran and Protoss will not be able to 1 base on this map, and when they're forced to expand to build buildings, they are suceptible to both drops within firing range of their natural workers, and scans/air allowing units to attack the workers mining at the main from below. Not to mention having to defend two ground attack routes and make stuctures so close to the edges of their base than tanks/air will be able to attack without danger.

Anyways, I know this gets repeated too often on these boards, but if you're going to make a map, take the standard and alter one or two things to make it unique, don't change absolutely everything in one go.



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