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Last update for (8)Driftwood : 2006, 05, 27 22:27
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1332 (8)Driftwood 128*128s17eoulnightly513~0.4final

The map has been rated 268 times and got a total of 118 points

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Comments:   GMCS (0 elements)

king of 8 plr maps
top and bottom expo in middle needs to be taken out for map to be fair to all players.

Map design and game play not bad, I would find neutral expo to put in middle sides and take out the top and bottom ones, the idea is to put neutral expo where all player can get to equally.

You cant make 8 player map with 4 player mindset, because biggest mistake map makers make on 6-8 player maps is they dont know where to put nuetral expos, this #1 mistake they do and its the most important step to finish off the map.

Perfect example is starpartys The Overmind great map but needs fixen, good layout good design but bad nuetral expos, units walking all over miners command center blocking paths and so-on, the list of mistakes leads to other mistakes and so on all because bad expo spots.

Make a mistake on 4 player map its not bad, but make a mistake on 8 player map its like leads to 3 and 4 mistakes.

modified by king of 8 plr maps
I dont think you really need neutral expos that badly in a 8 player map. In late game almost never all 8 players will still be alive, so you could grab their expos.

This map has some nice style, but I dislike your mainbase design. Even though you managed to have pretty big bases for each player, most of the building space is at behind the minerals, so it should not play too good.
Also you chokes are much too wide, zerg is already strong enough in team games, dont push them any more.
King of 8 plr Maps
yeah your right about neutrel not being need as much on 8, but what my point is top and bottom have extra money those player can take early on, which will kill the match up.

bases are too close together, if they want win easy you can instead use shuttle to base beside you, and if terran siege tanks aslo trouble, + toss can make cannons at their edge wich will hit other base.

I can alos picture a toss sneaking in a probe behind enamy main minerals at back he can start making some cannons and gate there. For this reason also you need to push main minerals as far back as possible so in front you have all building space.

modified by King of 8 plr Maps
the dentist
needs some editing, like panshck said i think the mains are fucked up somewhat, not really easy space to build...

the wide chokes are also suspect, the map seems good for zerg in most ways, even though there's only 1 geyser in main
other one fix this... i give up. any want?

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