Staredit Network > Forums > SC2 Melee > Topic: (4)Black Water
(4)Black Water
Oct 3 2010, 7:44 pm
By: Syphon  

Oct 3 2010, 7:44 pm Syphon Post #1



OVERVIEW



FEATURES



Start Locations - Distances between bases range from 130 between all corners, to 150 for cross-map play.

Smoke and LOS Blockers - The back third expansions in bases contain a LOS block area, the side of the main contains another. The center high ground is divided into three parts for flanking with melee units and weakening large contains without proper map coverage. The entire path between the 10 and 2 or 3 and 8 is covered in smoke, preventing abuse of the small path in the later game, and protecting units in it from the threat of the cliff above.

Cliff attack spots - The high ground above the 12 and 6 is a prime spot for Siege Tanks or range upgraded Hydralisks... However, the mineral line of those expansions contains a watchtower, potentially putting an early end to this type of harassment.

Proxy pylons - Still viable in the late game after the rocks are removed from the 6 and 12. Placing Pylons in these spaces allows warping units directly into your opponents base, and is outside the range of the watchtower.

Drop spots - Fairly straightforward... Like Metalopolis, but less devastating.

The X's are destructible rocks... Though I completely forgot to label the ones that keep the 6 and 12 cordoned off. The ones at the gold offer a sneaky backdoor to your natural's mineral line.

http://www.mediafire.com/?cfyqge555c4pson

Issues - Though the side watchtowers don't reveal directly if a player has taken his natural, they will see creep. Considering placing neutral creep tumors here, and in the side of the base to balance further for Zerg.



None.

Oct 4 2010, 12:25 am Fisty Post #2



Wouldn't those high middle expansions feel kind of awkward?

Edit: Nevermind, thought it was all one massive platform in the middle.



None.

Oct 4 2010, 5:32 pm ImagoDeo Post #3



Hmm, pretty good.

I think you might have problems with the borders, though. I assume you've tested the map against a computer?



None.

Oct 4 2010, 7:08 pm Syphon Post #4



The yellow lines are not the map borders. They're the camera borders.



None.

Oct 5 2010, 5:19 pm ImagoDeo Post #5



Quote from Syphon
The yellow lines are not the map borders. They're the camera borders.

I realize that. Have you tested it?



None.

Oct 12 2010, 12:29 am Fisty Post #6



Quote from ImagoDeo
Quote from Syphon
The yellow lines are not the map borders. They're the camera borders.

I realize that. Have you tested it?
Essentially what that means is half of the main is cut out, along with one gas from each base being only half visible.



None.

Oct 12 2010, 12:54 am Cheese Post #7



WOuldn't neutral creep tumors deny expansions of non-zerg players?



None.

Oct 12 2010, 2:06 am Syphon Post #8



Quote from Fisty
Quote from ImagoDeo
Quote from Syphon
The yellow lines are not the map borders. They're the camera borders.

I realize that. Have you tested it?
Essentially what that means is half of the main is cut out, along with one gas from each base being only half visible.

No it's not.

Quote from Cheese
WOuldn't neutral creep tumors deny expansions of non-zerg players?

I didn't mean right where the expo was, I meant closer to the tower.



None.

Oct 13 2010, 6:19 pm ImagoDeo Post #9



Quote from Syphon
Quote from Fisty
Quote from ImagoDeo
Quote from Syphon
The yellow lines are not the map borders. They're the camera borders.

I realize that. Have you tested it?
Essentially what that means is half of the main is cut out, along with one gas from each base being only half visible.

No it's not.

But did you test it?



None.

Oct 30 2010, 9:39 pm Syphon Post #10



Quote from ImagoDeo
Quote from Syphon
Quote from Fisty
Quote from ImagoDeo
Quote from Syphon
The yellow lines are not the map borders. They're the camera borders.

I realize that. Have you tested it?
Essentially what that means is half of the main is cut out, along with one gas from each base being only half visible.

No it's not.

But did you test it?

Yes



None.

Nov 4 2010, 4:04 am ImagoDeo Post #11



Quote from Syphon
Quote from ImagoDeo
Quote from Syphon
Quote from Fisty
Quote from ImagoDeo
Quote from Syphon
The yellow lines are not the map borders. They're the camera borders.

I realize that. Have you tested it?
Essentially what that means is half of the main is cut out, along with one gas from each base being only half visible.

No it's not.

But did you test it?

Yes

Thank you.

That quote is a monster...



None.

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[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
[10:54 am]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider did u watch the entire video? it's not one game. it's currently dominating the ladder at number 1 position. do ur research first!
Oops, caught me there, no I haven't. :( I was imagining how the game went. Sorry for that. Watching it now. brb
[10:52 am]
NudeRaider -- NimoStar
NimoStar shouted: They were not "Unprepared" that was their fifth loss in a row against the bot. The other replays are also available
that doesn't mean he was prepared. When humans come around with new strategies it often takes weeks until the pros figure out how to shut it down. Oh_Man that's certainly a way more convincing argument for micro being "too good to beat".
[09:43 am]
DiearAnother -- wirefram
[08:35 am]
NimoStar -- Well, pros showed that long ago... half of zerg pros just ling muta rush
[08:35 am]
NimoStar -- " its shown is that you can trade 1000's of apm to make up for lack of strategy"
[03:25 am]
Oh_Man -- https://youtu.be/R_6bsf9REkY anyone ever tried playing SC ghost?
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