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I've seen this before in maps. I'm pretty sure the bottom half of a ramp doesn't count as high dirt and it annoys me because when fighting on a ramp the guy is on the bottom half of it and my unit isn't on the ramp so I keep missing and have to go onto the ramp... Tell me if the bottom half of a ramp really does count has high dirt please.
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Well, it's not a BIG deal but it's annoying when you're battling someone on a ramp and they're on the bottom half of it and your guy can't aim for crap when he should really have good aim...
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This map forces Zerg to hatch at ramp before expo, and there's no easy third gas to take. Solution to that would be to make 3 and 9 ramps much thinner (any maybe remove the xelnaga temples, since they force Zerg to part a bit of his or her army to take his or her third gas, and I don't really understand what they add to gameplay [apart from taking a little bit of focus away at some point in the game]). That is, if you want Zerg to be able to play 3 base macro/defiler style. Actually... even then there's still that backdoor to it, which pretty much would make two lurks at the top of a ramp useless anyway. I won't say this map is impossible for Zerg, but I will say that what has become standard in ZvT will be impossible to do well on this map. I would definitely just go a Queen strategy on this map
It's a little difficult to fix Yenku's complaint about turtle haven for Terrans (which this definitely is, thought that's not to say most of last years promaps weren't too). You could try to add a backdoor somewhere, or just completely move the nat out of main (which would fix Zerg issues too). But it seems like having it in main would probably be pretty important to you. This post was edited 1 times, last edit by Chef: Oct 6 2007, 6:53 am.
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Refrain from calling anything I type as spam, please. I could easily call your's spam for not saying anything either. Besides, the solutions to fixing that are already known by most, I figured you would understand for being so critical of others.. Take gas out of nat. It's usually not smart to put a gas nat inside the base. That's probably the biggest contribution to turtling. Tanks guard one choke, terran has enough money/gas to get drops and any factory units in good amounts too early on. I guess this could be compensated for by some other disadvantage to terran or some kinda advantage to another race, but thats where maps become experimental and require more playing to decide whether or not an idea works. ![]() ![]() ![]() ![]() ![]() ![]() If you aren't outraged, you aren't paying attention.
"You can't tell me who I am cuz I'm working on that too. What's right for me just ain't right for you." Soldiers of Jah Army. |