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Last update for (2)ZunderFarm : 2006, 04, 04 03:34
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1135 (2)ZunderFarm 128*96lnept0.1beta

The map has been rated 53 times and got a total of 5 points
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Comments:   GMCS (0 elements)


lnept
to make up for zerg sucking ass on this map, i tried to balance it out by the top and bottom basically being very easily droppable, and zerg can mass drop with ease while the other races need to spend lots of cash on it.

i know its a gay balance but ohwell

terran rapes this map probably

any comments on the "concept"
maximumdan
loose the tar so you can make the raised ground walkway wider. other than that and taking a little more time to make it pretty, it looks like a good map. gj.
lnept
i never did have a talent for good looking maps :/

im going to change the tar it looks really ugly imo, ill make it thinned high ground

btw what high ground walkway do you speak of? the the main path?
modified by lnept
Syrreph
The choke past the ramps is really small, seems like that would get anoying. Oh and the sunken ground at bottom and top looks really ugly IMO.

The rest seems pretty cool though, nice ideas... and I like the tar area, it looks nice.
modified by Syrreph
panschk[FP]
This one stands head and shoulders over most of your other maps lnept. I like the interesting concept, and the design is pretty solid too. Some terrain features are useless and should be removed, the high sunken sand stuff at 12/6 for example. Has potential:)
lnept
oh i should explain the high ground thing :)

i made it so if your opponent has the island and you want to drop easily, the small choke will make it hard to get to the drop.
Syrreph
Oh, I didn't think about doing a drop in the high sunken ground, you should probobly make those extend more to right and left to make em look a bit less.....just kinda slapped there. They just really look... weird.
EffectHypnotize
can the path hit reds gas? (tanks duh)
lnept
no, it used to be able to but i changed it.
yenku
T>>>>>>>>>P
Very harrasable mains.
lnept
uh i said that in first post if you didnt read like most people do when they theorycraft.

oh well thers nothing i really can do about the very harrasable mains except toss plays a very drop oriented style
modified by lnept
lnept
anything else anyone wants to add that should be changed before i go and update it?
yenku
You said probably, I didnt, therefore confirming it.
inept
except you have no proof unfortunately so you cant confirm it.
flothefreak
drop-oriented style vs terran?
lnept
i wouldnt say its a must. while T will obviously have a higher win percentage by protoss, if you play smart you can win as protoss
smaller paths means its harder for vults to harass and as said before, jpeg paths always look smaller i acuatelly made it quite big in the middle.

flothefreak
well, you don't have to harass when you can crush every protoss army in your tankfire. and "drop oriented style" is not really an effective strategy - esp. if the terran knows you gotta do it.
yenku
Ok this is ridiculous, I didnt want an argument out of this, I read the post before mine, it doesnt matter.

Inept, either way its imbalanced vs toss. Thin mid easily taken by terran, seigeable mains, harrassable mins, terran can defend main from attacking units while they arent even near the choke, and lastly, terran can cut off half the map with just a little effort and strategically placed tanks.
lnept
ill test some PvTs on it then and post the replays.
yenku
what race are you? Ill be on tonight, I usually play on east tho cause i have 56k, im toss
lnept
i can play every race, but i only play on weekends, sorry. (Friday, sat, sun.)
yenku
np, and no hard feelings.
lnept
uploaded a short replay
king of 8 plr maps
good map man, I like how each of your maps got cool idea to them, this one being that middle cliff, with adds dangerious tanks or units attacking to bottom playfield, and how long you sustained it to cover top to bottom.

your one of better map makers on here good work


modified by king of 8 plr maps
king of 8 plr maps
good map man, I like how each of your maps got cool idea to them, this one being that middle cliff, with adds dangerious tanks or units attacking to bottom playfield, and how long you sustained it to cover top to bottom.

think this map a Diamond in the rough but I think
your one of better map makers on here good work


modified by king of 8 plr maps
EffectHypnotize
high ground isnt balanced if its the only way to get to the other side.
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--lnept vs pheer(1on1, 1.13)

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