NastyMarine | | |
the Stasis cell neutral building blocks are stacked once. A few of the expansions have modified mineral and gas amounts. |
sTY_leZerG-eX | | |
Interesting, why not add some + expos at 3,9, maybe some high dirt, or a bridge ? ( Not sure if u can fit a bridge ) But u can probably come up with a better use of the space.
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JungleTerrain | | |
Nasty's making maps again?!? |
JungleTerrain | | |
Can a worker squeeze through the stasis cell neutral buildings, in order to get a scout? Or do you have to destroy them?
I was thinking same thing as Sty-leZerg was, which is maybe adding another expantion somewhere, probably at 3 and 9, since it seems pretty open there. Can't really tell if map will be T>Z,P, but certainly the short distances help terran when they push. In case of TvP, i think terran might easily go for CC before tank FE, probably producing only 1 marine or something, and then be able to take expo. Dragoons would probably be slowed down by both walls of neutrals by a pretty good amount of time, delaying their harrass or w/e.
Dont know about z/p :P |
NastyMarine | | |
I think I like these edits?
Comments? Concerns? |
LasTCursE | | |
Nasty's back :)
Interesting map :] modified by LasTCursE |
SpoR | | |
It would seem that a canon rush strat vs zerg FE is totally impossible.
2 probes go down, 1 sneak through minerals, lays down pylon/forge and canon(s). [2-3 optimal spots for canons to hit most the minerals and the gas]. By the time the FE zerg has lings up and busted through the stasis, it's probably too late.
Toss could even have a makeshift wall up there with gate(s), etc. And even fit a nexus to mine the base backwards.
Other things I found:
When sending my initial workers to mine the minerals (@5), I had a probe go behind the bottom couple and stray around from some kind of pathing.
When sending workers to the mineral walling base(3) from the main of 5 they have confused pathing and end up just running back and forth in the nat.
The 5k HP temples guarding 7 and 2 are not equal placements.
At the top (2), the right/left temples can be killed to let probe/zeal sized units in. But at the bottom it doesn't. I'm pretty sure all 3 temples must be killed in order to let units in. (the single temple in the middle denys all, while at the top any one of the temples can be felled to let units in ((except maybe the middle one)).
This also creates similar pathing issue with confused workers going back and forth. They won't take the open routes located 12 and 6.
Why use 5k hp xel naga temple anwyays? Why not use Protoss Temple or something with less life?
PS- Also the really narrow pathways around the nat can be really difficult to attack when you have a line of tanks up there. modified by SpoR modified by SpoR |
spinesheath | | |
Quite the large picture you have there Oo |
sTY_leZerG-eX | | |
Yeah lol plz shrink pic :) |
LasTCursE | | |
i thought only pics under 500 kb can be added :D |
LasTCursE | | |
nasty do you rly think someone is gonna put units in that very small ramp space to destroy thoose stasis prisons ? |
sTY_leZerG-eX | | |
MayB a DT :) |
LasTCursE | | |
but would you want to break them anyway to have a very very very small path around that you can get owned by tanks ? |
NastyMarine | | |
maybe if I reshape the expansions at 9 and 3 It would be utilized better modified by NastyMarine |
frontliner | | |
LT CLONE |
NastyMarine | | |
haha |
NastyMarine | | |
UPDATE
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Unbuildable tiles cover the natural's cliff line
New set of neutrals guarding clifflines
____________
Question:
Should I make 7 and 1 expo ramps wider? modified by NastyMarine |
NastyMarine | | |
any suggestions?
|
sTY_leZerG-eX | | |
Id remove those north and south facing ramps, and put something more natural, I think mapers should try there best not to put those ramps unless there is no other option, there 2 ugly. |
NastyMarine | | |
the 815 ramps are there to protect Zerg and Protoss from being manhandled vs T late game. So T cant just walk on over and say "hey, gg".
New update coming |
NastyMarine | | |
UPDATED.
what do ya think? |
sTY_leZerG-eX | | |
Nice, but look
Ugly blend here:
I recommend this:
And finally something I dont like Is that unbuldable title you used here:
surely you can do something prettier.
:) |
NastyMarine | | |
lol sure thing. |
NastyMarine | | |
uploaded a 44 min rep |
NastyMarine | | |
minor updates made. |
Trooper | | |
:O manzerg, i want to play nasty! |
LasTCursE | | |
First time i'll see nasty's starcraft skills :D ^^ i'll watch the replay after few minutes :] |
NastyMarine | | |
dont watch for my skills [ROFL] you'll be dissapointed. lolz |
LasTCursE | | |
modified by Nightmarjoo |
NastyMarine | | |
I like the top one. How bout u upload it :D |
LasTCursE | | |
What is the password? modified by LasTCursE |
LasTCursE | | |
|
NastyMarine | | |
I have an interesting update in mind for this map. LastCurse, upload your update and I'll work off of that one. |
LasTCursE | | |
ok rdy but i didn't make a picture ;d |
NastyMarine | | |
ok. Updated map, but I won't be adding anything I was thinking of earlier in the week. I'd rather some test games first before I change anything. |
NastyMarine | | |
Observer Added! |
NastyMarine | | |
made several terrain modifications. |
sTY_leZerG-eX | | |
What happened to the 2 neutral power generators at the 2, 8 .... ?
I liked them, can u put them back plz rr at least 1 of them? modified by sTY_leZerG-eX |
NastyMarine | | |
UPDATE TO 2.6 |
LasTCursE | | |
I think there is too many neutral building in one place |
NastyMarine | | |
I may reshape the natural again. |
coV | | |
doodads in middle will be appreciated |
Nightmarjoo | | |
I'm sad you never implemented any of the changes I suggested in msn :( |