|HOW IN THE FUCK DID YOU GUESS ME SO QUICK? D:|
Remake of Nasty's Formula map.
Comments pls gogo.
|Nice to see some one actually picking something from the remake list :D I like the changes, keeps very close to the original but offers the player multiple solutions against the thread of a high ground contain.|
Are you gonna submit this to afreeca for ASL5?
|If I can get some help with deco / polishing from one of the guys here I'd love to submit it. You wanna give me a hand Freaky?|
-Deco'd to the best of my ability aka bad but w/e
-Obs ver uploaded
Gonna see what TL thinks of it.
|Well, I might be able to give you some tips when it comes to mining bugs…|
As for deco, I guess your abilities are sufficient for the task. My deco tends to be not so much a matter of ability but of pure tenacity in getting the stuff I imagine to look like I want it to, no matter the cost in time. And I don't have that time to burn right now…
One thing I would look out for is that it should not be possible for tanks on the middle high ground to cover the complete low ground passage between nat and centre, as to not prevent the sneaking out and moving around to flank of units against an attempted contain.
modified by Freakling
-Pulled back north/south high ground of mid to allow a bit more room in the lowground. This should equal out with the sides since the side ramps are shorter than the standard N/S ramps.
-Reduced L/R side bases cliffs over the 12:30 and 6:30 expansions.
-Minor deco improvements.
This will probably be the submitted version baring any unforeseen occurrences.
|I personally would like to see an overlord spot at the nat with high temple and some copy/paste action. Might be a bit tedious, you can look at Uzi Sara for ideas|
|Between them, Uzi Sara, Atlantis and Kiseyras can probably teach you anything you'd ever need to know about blending High Temple with any kind of surrounding terrain.|
|Thinking of submitting this to Latias's contest. If anyone has any additional feedback please let me know.|
|There are some blind spots on the ramps you could fix.|
Top left and bottom right main minerals have different gap to map border for some reason.
Ability to run by units behind the mineral lines is very different between the nats (part of it is this: http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=34).
Have you worked on mining yet?
|Neutral buildings seem unnecessary. It will only make uncomfortable to play. Even if you install it, 5000 is too much.|
If the bunker can be built directly in front of the natural expansion ramp, the Terran has lots of advantage against the Protoss. because P can't press T by Dragoon after Barrak-Command Center build. you have to give some P advantage object or something on map.
Z looks very hard to against T. There are no features that time-consuming from Terran's oppression, such as CB narrow bridge, wall behind natural expansion for help Mutalisk, etc.
Even more, the other starting location expansion is hard to protect by 2 lurkers because inlet is plat.
So, Z needs some great advantage to against T.
I think, base area is too large. Why don't you shrink base area and utilize the space to makes more pathways?
|That looks like some solid advice.|
modified by Freakling
|Wow, wow, wow! More remakes! Where have I been?!|
|Hey Nasty :P Good to see you!|