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Last update for (4)Northern Keep 1.1 : 2006, 08, 13 11:02
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1379 (4)Northern Keep 1.1 128*128MillenniumArmy0.9final

The map has been rated 49 times and got a total of 43 points
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Comments:   GMCS (2 elements)


MillenniumArmy
Now what I might be concerned about is the lack of expos in the actual middle of the map. I don't know if this would be a problem. But also, the pathways leading towards the 12 and 6 oclock expos and all four nats, are they a bit narrow? Should I widen them up more?
modified by MillenniumArmy
lnept
map doesnt need more expos
MillenniumArmy
I meant should some of them be moved to the middle, not added.
Nightmarjoo
Having them narrow makes a good chokepoint for defense, and puts more emphasis on the middle; keeping them narrow means ppl have to use the middle, so you don't need expos there
MillenniumArmy
Ic

But anyways, I made some minor updates. Observer version is now available too
Antares
i think the recent version is pretty good, you dont need middle expos
SynDrome
im afraid T can get 2 expansions without too much effort. but that dosnt bothers me, theres enough flanking room in the middle.
NastyMarine
very very sexxxy :)

has a nice layout..
any problems with pathfinding between horizontal positions? (cause of the mineral blocks at 12 and 6)
Listoric
Reminds me of:

http://www.panschk.de/mappage/comments.php?mapid=201

I dislike the minerals glued to the mapedge, except that, quite nice.

MillenniumArmy
Alright I uploaded a replay of this current 1.0 version
MillenniumArmy
Changes made in 1.1:

- 12 & 6 oclock expos have become islands
- Added backdoor ramps to all player's bases, with min blocks (24 minerals in each block)
- Repositioned the 3 and 9 oclock expos to middle
- Made naturals tad bit farther and open
- Moved min onlies away from base
- Overall, should be less of a T map.
modified by MillenniumArmy
LGI
I don't know how exatcly to expalin this, but i will just tell what i would do, and you will think of a way to fix it (if you want it ofcourse :) ). So i think it would be better to think of a symetry structure in the center which will help for the both cross position path finding then just putting it like the startt locations are at 9, 12, 3, 6 . I hope you get what i mean >:E .
LGI
Well good job whit the bridgs then :)
Antares
wow dramatical changes! its getting better and better ;)
Asura_Blade
where's all the gas... -.-
Antares
what do you mean asura? :O
Replays


--MA vs Computer(1on1, 1.13)
--Shmidley vs Wesmic(1on1, 1.13)

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