(2Riot
Dec 24 2009, 11:38 pm
By: Super Duper  

Dec 24 2009, 11:38 pm Super Duper Post #1





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(2)Riot.scx
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Post has been edited 5 time(s), last time on Dec 25 2009, 5:54 pm by Ciara.



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Dec 25 2009, 1:53 am Excalibur Post #2

The sword and the faith

Backdoor expo too large, natural too small, add ramp min only -> 3rd gas expo. Remove gas from backdoor expo.

You're getting better. :)




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Dec 25 2009, 1:59 am Super Duper Post #3



Fixed.



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Dec 25 2009, 2:06 am Excalibur Post #4

The sword and the faith

You didn't add the ramp from 3rd gas to min only, backdoor is now too long instead of overall too large, make it SMALLER. Move the main over a bit, close some of the holes so the min only is more cliffable, it'll open up the mains, they're a little too small.

Also the third gas expo's high ground is too large. Shorten it a bit in order to make the new ramp I'm suggesting able to be wider. Take about 2 ramp sizes off of the large ramp you have going all along the 3rd's highground too.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 25 2009, 2:16 am Super Duper Post #5



Hmm, im confused. What do you mean add the ramp from the 3rd to the minonly?


Do you mean add ramps where the red lines are?

EDIT: Shoot, forgot to reposition the doodads in the top player's main. Ignore those for now.



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Dec 25 2009, 2:18 am Excalibur Post #6

The sword and the faith

Yes.
Then shorten the current high ground so you can enlarge them, you might have to move the expos back. Then shorten the existing really long high ground ramp. Move main ramps over a bit, and move naturals back a little bit, you don't want your nat and its resources right in front of the ramp. :P




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 25 2009, 2:26 am Super Duper Post #7



Quote from Excalibur
Yes.
Then shorten the current high ground so you can enlarge them, you might have to move the expos back. Then shorten the existing really long high ground ramp. Move main ramps over a bit, and move naturals back a little bit, you don't want your nat and its resources right in front of the ramp. :P
Is it better now?
I actually think that keeping the resources as it is is a good idea. It will be easy for harass. Is that a good idea, or am I just an idiot? :lol:



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Dec 25 2009, 2:41 am Marine Post #8



I'm confused, isn't that high ground in the middle a good spot to camp tanks with bunkers to prevent anyone from going across bridges? :dontgetit: Isn't that unbalanced or am I wrong?



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Dec 25 2009, 2:43 am Super Duper Post #9



Quote from Marine
I'm confused, isn't that high ground in the middle a good spot to camp tanks with bunkers to prevent anyone from going across bridges? :dontgetit: Isn't that unbalanced or am I wrong?
Uhh, you can kill the tanks easily?



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Dec 25 2009, 8:10 am Excalibur Post #10

The sword and the faith

I'd actually suggest making the mid normal ground or another bridge.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 25 2009, 3:03 pm BeDazed Post #11



Quote
Uhh, you can kill the tanks easily?
Normally, in a TvP where Terrans produce a lot of tanks, where especially a min expo and a 3rd gas expo is really easy to get- I wouldn't be surprised if there were 5 to 6 groups of tanks complimented with lots of vultures. At that amount, P is just going to get raped, especially in narrow terrains like these. Also, I think you should change the natural gas location, it might cause units to clutter in between, especially Protoss who tend to have 8 to 14 gates just in their mains.



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Dec 25 2009, 5:12 pm Super Duper Post #12



I think I fixed the problem. How is it now?



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Dec 25 2009, 5:46 pm BeDazed Post #13



Quote from name:Ciara
I think I fixed the problem. How is it now?
Read my post. Your natural gas locations will 'clutter' units. Especially your race, Protoss.



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Dec 25 2009, 5:54 pm Super Duper Post #14



Quote from name:Ciara
Fixed.




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[06:35 pm]
Ultraviolet -- You might even be able to turn another unused unit into a map revealer imitation with a smaller vision range so that you could have both normal map revealers and smaller map revealers. Not sure about this one though.
[06:33 pm]
Ultraviolet -- youarenotworthy
youarenotworthy shouted: Does anybody know of a way to reveal just a sliver of the map? Smaller than what a map revealer would reveal? Or is there a way to block the map revealer off at a certain point? I can't use units to achieve what I'm trying to do.
Using EUDs, you can reduce the vision range of map revealers. But of course this will apply to all map revealers. They have a default vision range of 10. For some of my maps, I've been increasing their vision range to 11 and giving them detection and it works nicely. Reducing vision range should work the same.
[06:30 pm]
Ultraviolet -- KrayZee
KrayZee shouted: I got an emergency phone call to stay home due to civil unrest :|
are you in Minneapolis?
[01:25 pm]
NudeRaider -- or do you need actual vision (not just revealing the terrain)
[01:24 pm]
NudeRaider -- youarenotworthy
youarenotworthy shouted: Does anybody know of a way to reveal just a sliver of the map? Smaller than what a map revealer would reveal? Or is there a way to block the map revealer off at a certain point? I can't use units to achieve what I'm trying to do.
if at the beginning of the game (as opposed to at some later time in game) is enough, just edit the fog of war layer.
[01:22 pm]
NudeRaider -- as an innocent bystander, mind you
[01:22 pm]
NudeRaider -- KrayZee
KrayZee shouted: I got an emergency phone call to stay home due to civil unrest :|
and apparently you should follow that advice: https://streamable.com/u2jzoo -- crazy things going on over there. You're not even safe from police harassment on your own property.
[10:01 am]
Oh_Man -- Units and map revealers are only way. Unless there's some EUD solution I'm not aware of.
[09:57 am]
IlyaSnopchenko -- Oh_Man
Oh_Man shouted: You can also use burrowed Zerg units.
The OP says he cannot use units. But if it's not units, what else? (there's a command to reveal the area in AISE, but it's only for 1.16)
[09:51 am]
Oh_Man -- You can also use burrowed Zerg units.
Please log in to shout.


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