Freakling: Damnit... Extend these ridges as far as you have room after relocating the nats.
Freakling: Extend these ridges as far as you\
 Freakling: Extend these ridges as far as you\
<font color=gree: Extend these ramps as much as you\
Freakling: Is this a watchtower in the original? Put one f those weird statue doodas or something :D
Freakling: remove the propeller-doodads and rotate the ramp a bit counterclockwise to 45°, just like the original, use cliffs and stone pillar doodads to separate the passages.
Freakling: make this area unbuildable (use dirt-to-ruins blend with bridge edges)
Freakling: ramp probably around here
Freakling: ramp probably around here.
Freakling: move ramp.
Freakling: 3rd probably about here.
Freakling: move out of tankrange from main/nat.
Freakling: ramp about here.
Freakling: move ramp.
Freakling: minonly about here
Freakling: move minonly
Freakling: think about what kind of wallin your main requires for terran, design the choke accordingly
Freakling: nat here, reduce main accordingly.
Freakling: move nat over there
Freakling: Overall the middle is rather on the small side.
Freakling: Overall the middle is rather on the small side.
Freakling: mains on the other hand are rather on the big side, which is good, gives us room to work with.
Freakling: neuitral-blocked gas expo -> minonly = good call, keep it.
Freakling: tanks can hit & destroy nat from lwground
Freakling: setting up defensive position in this area gives easy 4 bases, especially for terran (turret spam + tanks)
Freakling: ranged units in main can hit 3rd, giving advantage to the counterclockwise player.
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