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 Post subject: Lost City
 Post Posted: Tue 21. Jun 2011, 11:43 
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Joined: Wed 25. May 2011, 00:24
Posts: 186
finished
TL Thread: http://www.teamliquid.net/forum/viewmes ... _id=234832
Make sure u listen to: http://www.youtube.com/watch?v=SdY2MxMo ... r_embedded

General:
Name: TPW Lost City
Uploaded: EU
Main/Main: 146.3
Nat/Nat: 127.4
Tileset: Costum
Playable: 157x146
Bases: 10 (2 Gold)
Xelnaga: 4 (half range)

Overview:
Image
HQ: http://i.imgur.com/ec3l2.jpg

Analyzer:
Image
Image
Image

I need a Head Picture for the Tl thread btw


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  Posted: Tue 21. Jun 2011, 11:43 
 


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 Post subject: Re: Lost City WIP
 Post Posted: Tue 21. Jun 2011, 18:09 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
Dunno if the rocks at the HY are needed.


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 Post subject: Re: Lost City WIP
 Post Posted: Thu 23. Jun 2011, 16:03 
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Joined: Wed 25. May 2011, 00:24
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final thoughts before i start with doodads?


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 Post subject: Re: Lost City WIP
 Post Posted: Mon 25. Jul 2011, 21:33 
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Joined: Sat 28. May 2011, 19:05
Posts: 114
[9:07:51 PM] August "Meltage" Sönnergren: also watchgin the awesomeness of yesterday, some of the replays
Lost City truly looks amazing ingame. My only complain is perhaps the bright light and that all doodads are copied over with no appearent variation. But the class of those details really makes me wanna play diablo3 now ( and a sc2 mod with Lost City setting)
Also, I think the map's quite interresting design; the XNT placement, the rocks. My only concern about tgameplay is the high ground next to the nat. Will it be too powerfull? The main nat choke is cerntainly not too big, so it might balance out. I like how far the backdoor is from the nat choke.

The backdoor to the high grounds are perfect - they are impossible to defend (unless you wall em). You really need it to be there, beacuse I think a 3base army can defend the gold and the other two ramps AND the nat from the gold position.

I think you could use the Memorialish short distance - path in the middle, as in the concepts above, since nat-to-nat distance would be like 120ish then? - which would be perfect super early game when it can be used. Later, it can still be used to "ninja-scout" the other XNT and for speedlings. It woudl punish users who dont use the CNT and T and P who dont wall their nat :P

Is this still WIP? Perhaps make a try at custom XNT, get a some more games on it to analyze, so we can TPW tag this beautiful work of yours.


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 Post subject: Re: Lost City WIP
 Post Posted: Mon 25. Jul 2011, 22:09 
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Joined: Wed 25. May 2011, 00:24
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thx for the comment....i will update the thread

if i have btw no idea if the highground behind the natural is too strong...i added the xelnaga to defend it better. need more testgames.
and for the rest....i dont really plan to change anything. for sure not the light because that change everything. i like how it looks, maybe u just have higher gamma on ur screen


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