Staredit Network > Forums > SC1 Melee Map Projects > Topic: (2)Combo Breaker
(2)Combo Breaker
Mar 14 2010, 5:59 pm
By: Super Duper  

Mar 14 2010, 5:59 pm Super Duper Post #1



I made this strictly because I wanted this "no map" chain to be broken.





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Mar 14 2010, 6:27 pm Aristocrat Post #2



Pathing for the bridges will suck mainly because the blocked one is the "preferable" path as chosen by the game engine. If you blocked the other bridge instead then units won't get stuck at the warp gates.

Other than that the only problem I can reasonably foresee is the difficulty in holding the 3rd gas.

EDIT> On second thought...

-Ugly unbuildable square terrain, no reason to make it unbuildable anyways
-Islands are probably a little bit too large, but not a big problem
-Why not choke with just a single Xel'Naga temple? The power plants mean that terran can just siege up behind them and keep an SCV mass to repair the power plants from pretty much all land attacks. Besides, no one wants to take out that many HP just to sneak through the backdoor.
-Make 3rd gas one wide ramp so zerg can actually hold it without being overrun by zealots.
-How much of the nat is buildable? We might have tightness problems with walling.
-Rush distance is pretty huge, denying scouting will be cake for T.

Post has been edited 1 time(s), last time on Mar 15 2010, 2:26 pm by Aristocrat.



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Mar 15 2010, 8:41 pm Super Duper Post #3



-Ugly unbuildable square terrain, no reason to make it unbuildable anyways

Prevention of proxies and to nerf terran. As well was preventing the ability to make your natural unharassable. I will work on the aesthetics.

-Why not choke with just a single Xel'Naga temple? The power plants mean that terran can just siege up behind them and keep an SCV mass to repair the power plants from pretty much all land attacks. Besides, no one wants to take out that many HP just to sneak through the backdoor.

To prevent vulture imbalance. Also, you have to break the power plants to run around and start harassing the main. Going from the nat straight to the main is downright stupid.

-Make 3rd gas one wide ramp so zerg can actually hold it without being overrun by zealots.

Meh, I specifically dont want those 2 ramps connected, dont ask why. That is a pretty small scale imbalance as well. If anything, connected ramps will help the protoss.

-How much of the nat is buildable? We might have tightness problems with walling.

There is enough room. The cacti are buildable.

-Rush distance is pretty huge, denying scouting will be cake for T.

Hmmm.... How can I fix this, though?

Post has been edited 1 time(s), last time on Mar 16 2010, 12:44 am by Ciara.



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Mar 16 2010, 12:07 am OlimarandLouie Post #4



Quote from name:Ciara
-Rush distance is pretty huge, denying scouting will be cake for T.
Hmmm.... How can I fix this, though?
I'm just throwing out an idea... but you could get rid of the blocked bridge and/or add a tiny choke that small units could get through, similar to the small choke in Blue Storm.



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Mar 16 2010, 12:21 am Super Duper Post #5



Nah.
I still have no ideas.



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