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 Post subject: Re: Dylarian Shipyards
 Post Posted: Tue 12. Jul 2011, 18:40 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
removed the watchtowers and increased the rampsize to the border 3rds (option 3).


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  Posted: Tue 12. Jul 2011, 18:40 
 


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 Post subject: Re: Dylarian Shipyards
 Post Posted: Sun 17. Jul 2011, 16:03 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
I need this gate: turned around 180° - can't do this with units ...
http://i.imgur.com/3GjkE.jpg
Tried to create a doodad with the modell:
http://i.imgur.com/Y34hM.jpg
Now i get the closed one only - can't figure out how to turn this into a lowered version OR how to just manipulate the unit ...

//edit
solved


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 Post subject: Re: Dylarian Shipyards
 Post Posted: Mon 18. Jul 2011, 16:44 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
Image
Image
Image
texture job done (only areas that i gonna add during doodad work need to be done ^^)


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 Post subject: Re: Dylarian Shipyards
 Post Posted: Wed 3. Aug 2011, 10:22 
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Joined: Sat 28. May 2011, 19:05
Posts: 114
Just had a chat with sam (in the skype chat, you can read it) about this map and his 4p map ( http://i.imgur.com/k5Wyxl.jpg ).

Quote:
CW third is great to atack CCW third while being CCW oneself


Quoting Sam there, which is right to the point a problem in your map. This only applies to a situation when both players expand towards one another, right? Sam woudl fix this on his own map by moving the 4ths further from the mains, but keep them on low gorund - the key being that CW third and CCW third are both on low ground.
See?

I think you shoudl really discuss this and come up with the best solution for both maps.

I could compare to Core delta , where all possible thirds are low ground. However, you get that distance-gap between your third and the next, so you can't expand in one direction smoothly and safely. It's not an imba issue - rather its another philosphy. However, both Sam and you seems to dislike that. So go raise the bar :)

BTW, I'd love to discuss the ecpansion pattern of "Icarus" ( 87577774nx49821/meltages-maps-f11/4-icarus-flight-t96.html ), as it might have other issues.


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 Post subject: Re: Dylarian Shipyards
 Post Posted: Wed 3. Aug 2011, 12:32 
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Joined: Thu 26. May 2011, 18:19
Posts: 156
having a small break from work I jump right in to explain my thought (not referring to my map, cause this will make the discussion even more crazy as i have my update not implemented and no new screens, etc.)

the situation we were talking about will be seldom seen in games, yet it is an observation wich might be interesting for more TPW rotational 4p maps.

the situation i want to discuss does not only apply to close spawns both going towards each other, but also close spawn with both players wanting to expand CCW, e.g. close spawn terran in cw position, zerg in ccw position: terran wants to go towards, zerg away from opponent.

the thing is terran wants to take the low ground third infront of his main and zerg wants to have his forces infront of his nat, trying to cover his own log ground third.
what i see is that zerg now has two pathes to attack the third directly, especially the mid ground CW third as a place to start attacks or move back to after a small push.

this might be a race related positonal imbalance, but we discuss how to help zerg all the time and i think one should try to allow forward thirds too.

my suggestion is to make the clockwise third lowground and maybe make the choke between nat and cw third (then a ramp) a bit wider.


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 Post subject: Re: Dylarian Shipyards
 Post Posted: Wed 3. Aug 2011, 12:55 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
As zerg even if you have to take the base towards the mid due to spawning positions this one will over you more options to flank a possible attack. Turning the other 3rd into low ground completly ruins what i've created so far. Maybe gonna increase the passage from nat to mid ground 3rd if needed.


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