Its not much, but it is better than a picture of new trees.
EDIT: Thanks for uploading and adding Twitter link. Facebook sucks for sharing info with non-users.
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Its not much, but it is better than a picture of new trees.
EDIT: Thanks for uploading and adding Twitter link. Facebook sucks for sharing info with non-users.
Posted to Twitter as well. Here's a direct link:
http://www.starcraft2.com/images/new...wistedPeak.jpg
http://www.starcraft2.com/images/new...wistedPeak.jpg
LOL Blazur I think I used that same santa hat for my MULE thread.
Pretty cool map.
A Terran player feeling especially ballsy could rush to fortify the initial ramp onto the middle platform, impeding movements across the map and blocking access to the watchtower and gold mins.
Edit: By the way, I absolutely love maps like these. Small symmetrical 1v1 maps that have lots of options for expansions and attack plans. Reminds me of the original map "Small Divide" which I used to play endlessly on.
How about the other two ramps with destructible rocks? if a terran player blocks that choke point the other could try simply destroying those rocks!
how hard are they to destroy? I think I've seen they had some 2000 HP, hard but not too much, I guess it's just a matter of time and if the other player doesn't notice they're being destroyed, it's done! Besides, it would be harder to try to make sure both choke points are blocked!
EDIT
heck! I forgot the X'el naga tower in the very middle... I wonder how will getting control over it and at least a choke point would affect the other player! how much vision they provide?
Everytime I see a new map, all I can think about is whether or not it will be balanced for siege tanks. It is weird that one unit needs to be the main focus of map balance.
But my brain is stuck in SC1 mode and not really considering other things like cliff climbers.
Trust me...siege tanks aren't the problem in SC2. It's the sunken depots and salvageable bunkers you need to be worried about. The Terrans will have no problems turtlings themselves off with ease, so in every map when playing against Terrans you need to anticipate this and consider a circumventing attack route or siege push.
That is another route in, and it's doubtful any tower will notice that threat. But all the Terrans need to do is post a few marines or single tank behind the rocks to challenge a threat to them with impunity.
Yet if someone manages to control that high ground, he would have two yellow mineral expansions. However, there's plenty of place to drop/warp/worm units out of sight and attack with a big army. Still, there are probably Watchtowers up there. I can see 3 "things", but some could be useless dodads.
Is that brush cover sectioning off the mid section? Also Im following Blazurs lead and donning a christmas hat :D
LOL Gradius too I love it.
Yep. We're looking at 3 watchtowers on the highest platform, and brush covering either side of the middle section. It'll be difficult to defend from drops or cliff walking, but a player that does will have a huge strategic advantage.
http://sclegacy.com/forums/showthread.php?t=2074 ;)
Kinda similar to Blue Storm. http://www.teamliquid.net/tlpd/image..._thumbnail.jpg
I concur.Quote:
Pretty cool map.
And seriously Blazur, stop worry about the supply depots. Turtling is never a solution in SC1, subermging depots that have even less HP than SC1 supply depots are not going to be a big imbalancing factor. It simply helps with the pathing of units so they dont have to walk around a giant supply wall after lifting a rax.
Btw, is that as big as the screen can be? Or is there a larger version?
Those who control the middle, control the map.
Interesting map, something similar is in WC3 I believe
Don't you worry about me worrying about you worrying about submering supply depots mister. I'll worry about whatever I want people not to worry about whenever I want to.Quote:
Stop worrying about me worrying about the supply depots. Until the beta starts we have free reign to hypothesize about potential game-breaking abilities, and this so happens to be one I choose to scrutinize.
Submerging depots are just fine, you're just insane, and your logic flawed.
What tileset is that....I can't tell. Kinda looks like a wintery tileset because of how barren it is and the mix of grey and cold green.
The very question is if the player who sets the blockade can put a siege tank at both the rocky and the other cliff entrance and control both very well, attacking at more than one point just to get distraction time could work against it well enough to weaken either the rocks or the blockade... I think it's just terran's nature and I wonder if the map really favors them too much. I guess it's a matter of playing and seeing if it does or not.
Yeah, I've got to see a Battle Report video on this map. I'm not sure how you'd be able to regain control of the center if you ever lost it. Double rich mineral fields within a rock throw's distance?
You'd still need 2 resourcing buildings and it doesn't look that easily defendable.Quote:
Yeah, I've got to see a Battle Report video on this map. I'm not sure how you'd be able to regain control of the center if you ever lost it. Double rich mineral fields within a rock throw's distance?
It looks to me like all of the map is accessible by cliff climbers. I don's see water or any really deep canyons.
Since zergs got no cliff climbers, they will be in disadvantage against terran or prottos players. By the way, where are the sarting positions??????
And that section in the mid wtf???? i mean there are two groups of yellow minerals, as if both players could mine at the same time, which obviuously wont happen. Oh man i want this game so bad......
Zerg don't need cliff climbers. All they need is to plop some creep there and open a Nydus Worm, then his entire army can enter.
I got bored and decided to do this:
http://i86.photobucket.com/albums/k1...withLegend.jpg
I know for a fact I'll be using the top right and bottom left high ground outcroppings for warp-in and building proc stargates.
The last time I played, Warpgates were available so early, built so quickly, and cost so little (I think it was seriously just 25 minerals and that's it), that proxy gates were completely unnecessary. Not that it can't change, just that I think the idea is for them to be super easy to get.
Ah so he did. Well that's just retarded.
What is the point of a "proc stargate"?
Well, either/or depending on the situation.
If the enemy controls the middle, I'll fly in a Warp Prism and mass a Warp Gate units in the corner. If I can control the area, I'll build proxy Robotics bays and Stargates. They're a good area for those kinds of things, is all I meant.
You know how many proxy Barracks I've seen in pro games? Thousands.
You know how many proxy Starports I've seen in pro games? Thousands.
Just because a unit can bypass terrain and another can't bypass terrain doesn't exclude the fact that either still needs to travel X distance in Y time.
If getting to the battlefield faster didn't matter, Warp-In wouldn't exist. It applies to air units the same as ground units.
Also, aside from that, there are other reasons to build outside your base. Just look to the BR's to see the importance of having buildings your opponent doesn't know about.