(2Riot
Dec 24 2009, 11:38 pm
By: Super Duper  

Dec 24 2009, 11:38 pm Super Duper Post #1





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(2)Riot.scx
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Post has been edited 5 time(s), last time on Dec 25 2009, 5:54 pm by Ciara.



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Dec 25 2009, 1:53 am Excalibur Post #2

The sword and the faith

Backdoor expo too large, natural too small, add ramp min only -> 3rd gas expo. Remove gas from backdoor expo.

You're getting better. :)




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Dec 25 2009, 1:59 am Super Duper Post #3



Fixed.



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Dec 25 2009, 2:06 am Excalibur Post #4

The sword and the faith

You didn't add the ramp from 3rd gas to min only, backdoor is now too long instead of overall too large, make it SMALLER. Move the main over a bit, close some of the holes so the min only is more cliffable, it'll open up the mains, they're a little too small.

Also the third gas expo's high ground is too large. Shorten it a bit in order to make the new ramp I'm suggesting able to be wider. Take about 2 ramp sizes off of the large ramp you have going all along the 3rd's highground too.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

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Sector 12
My stream, live PC building and tech discussion.

Dec 25 2009, 2:16 am Super Duper Post #5



Hmm, im confused. What do you mean add the ramp from the 3rd to the minonly?


Do you mean add ramps where the red lines are?

EDIT: Shoot, forgot to reposition the doodads in the top player's main. Ignore those for now.



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Dec 25 2009, 2:18 am Excalibur Post #6

The sword and the faith

Yes.
Then shorten the current high ground so you can enlarge them, you might have to move the expos back. Then shorten the existing really long high ground ramp. Move main ramps over a bit, and move naturals back a little bit, you don't want your nat and its resources right in front of the ramp. :P




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 25 2009, 2:26 am Super Duper Post #7



Quote from Excalibur
Yes.
Then shorten the current high ground so you can enlarge them, you might have to move the expos back. Then shorten the existing really long high ground ramp. Move main ramps over a bit, and move naturals back a little bit, you don't want your nat and its resources right in front of the ramp. :P
Is it better now?
I actually think that keeping the resources as it is is a good idea. It will be easy for harass. Is that a good idea, or am I just an idiot? :lol:



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Dec 25 2009, 2:41 am Marine Post #8



I'm confused, isn't that high ground in the middle a good spot to camp tanks with bunkers to prevent anyone from going across bridges? :dontgetit: Isn't that unbalanced or am I wrong?



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Dec 25 2009, 2:43 am Super Duper Post #9



Quote from Marine
I'm confused, isn't that high ground in the middle a good spot to camp tanks with bunkers to prevent anyone from going across bridges? :dontgetit: Isn't that unbalanced or am I wrong?
Uhh, you can kill the tanks easily?



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Dec 25 2009, 8:10 am Excalibur Post #10

The sword and the faith

I'd actually suggest making the mid normal ground or another bridge.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 25 2009, 3:03 pm BeDazed Post #11



Quote
Uhh, you can kill the tanks easily?
Normally, in a TvP where Terrans produce a lot of tanks, where especially a min expo and a 3rd gas expo is really easy to get- I wouldn't be surprised if there were 5 to 6 groups of tanks complimented with lots of vultures. At that amount, P is just going to get raped, especially in narrow terrains like these. Also, I think you should change the natural gas location, it might cause units to clutter in between, especially Protoss who tend to have 8 to 14 gates just in their mains.



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Dec 25 2009, 5:12 pm Super Duper Post #12



I think I fixed the problem. How is it now?



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Dec 25 2009, 5:46 pm BeDazed Post #13



Quote from name:Ciara
I think I fixed the problem. How is it now?
Read my post. Your natural gas locations will 'clutter' units. Especially your race, Protoss.



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Dec 25 2009, 5:54 pm Super Duper Post #14



Quote from name:Ciara
Fixed.




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[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[2026-9-23. : 2:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[2026-9-23. : 2:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
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