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?
|
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.
|