Thx for feedback!

We will review this issue as soon as possible and will try to report you back about our progress!

Regards, iCCup tech crew.


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  • Visited: 19 Nov 2016 @ 07:51 CET
#1 Posted: 15 Nov 2016 @ 03:47 CET  
 

I've played about 30-35 games on Resonance and I've come to find that the map isn't very balanced.

1) The very top right corner expo compared to the bottom left expo is not the same size. When I am bottom, I can sim city the base as zerg in ZvP with a second hatchery/sunkens. When I am on top, I cannot place a second hatchery there with enough room to place a sim city (At least not 100% the same. There should be like another tile or two of space to build stuff there. This is really annoying.

2) When sending overlord ZvP to 6, the cliff is ridiculously hard to keep an overlord alive on w/ cannons there to see properly compared to the top spot. (Cannons at 6 o clock can see the overlord much easier and shoot it down even though you should be able to place it safely on the cliff until toss gets vision, for example when you're placing it on the cliff vs top spawning protoss)

I think you guys should fix this. I don't really think a map should be like that. If that's the way it is, then I don't really think I'm going to be playing it anymore. ** The overlord thing I can handle, I think that might be my fault.. but not being able to place a sim city on your third base ZvP is really frustrating

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Edited by Lurkers (15 Nov 2016 @ 03:53 CET)
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  • Visited: 05 Jun @ 23:54 CET
#2 Posted: 30 Nov 2016 @ 22:29 CET  
 

Thankyou for the feedback, much appreciated. Ive made a note of it. This might get altered one day but you will have to make do for the time being.

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  • Visited: 13 Dec 2016 @ 11:05 CET
#3 Posted: 13 Dec 2016 @ 05:13 CET  
 

@Lurkers

Thanks for pointing this out. I've edited the map to fix these issues and should be included whenever the map pack is updated (I hope).

Here is the map thread:

www.iccup.com

Here

List of changes:

Update (Version 1.1):

-Tested the minerals for all 3 races (pathing is reasonably direct when 1:1 worker:mineral patch ratio and wandering almost entirely removed at a 2:1 ratio).

-Mains' gases are almost entirely equal in mining rates (no significant difference after 2000 gas) for all 3 races.

-Removed an unwalkable tile at the nat entrance.

Other changes:

-Removed extra stacked command centers in the middle of the map, now just 1.

-Dealt with cliff asymmetry affecting top right expo.

-Removed weird vision bug at 3 and 9 as a result of high basilica tiles.

-Reduced water outside nat area leading towards mineral only.

-Enlarged overlord spots.

===========================================

Picture of Resonance 1.1 (Updated)

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