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Map Castel_godsV21

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Date Editor Before After
12/28/2013 1:12:17 AMUSrankShaman before revert after revert
Before After
1 only issue i have with these types of maps is their [b]REALLY[/b] boring to watch because the first 20 minutes or so is basicly build porc and build eco. People are discouraged from attacking because of this porc metagame. Then you have your start area that has enough metal ( 16 spots ~+22. 0 - 32. 0) without overdrive to build porc and eco easily. When it comes down to it, most people i've watched on sand castles dont even take the middle or any mexes outside of their 'base' -- not until near the end do they finally decide to expand. What makes this any different? 1 only issue i have with these types of maps is their [b]REALLY[/b] boring to watch because the first 20 minutes or so is basicly build porc and build eco. People are discouraged from attacking because of this porc metagame. Then you have your start area that has enough metal ( 16 spots ~+22. 0 - 32. 0 without overdrive) to build porc and eco easily in the comfort of your own little corner. When it comes down to it, most people i've watched on sand castles dont even take the middle or any mexes outside of their 'base' -- not until near the end do they finally decide to expand. What makes this any different?
2 \n 2 \n
3 Thus its still my oppinion that the incentive to move outside your base is too low. If the map had less start metal and maybe a bit less metal over all except toward the middle, the incecntive to expand would be greater thus giving some conflict to an otherwise 20 minutes of watching turrets/eco build. 3 Thus its still my oppinion that the incentive to move outside your base is too low. If the map had less start metal and maybe a bit less metal over all except toward the middle, the incecntive to expand would be greater thus giving some conflict to an otherwise 20 minutes of watching turrets/eco build.