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Last update for (2)Shrouded Blues v1.1 : 2006, 07, 08 12:59
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1402 (2)Shrouded Blues v1.1 128*128NoPantsRepublic0.7final

The map has been rated 59 times and got a total of 42 points


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Comments:   GMCS (0 elements)

On this map I went a little bigger (128x128) so that I could play around with some stuff, such as layout and a little art. Don't worry, the mid island cannot bet hit by tanks (well, only workers mining the patches at the edges can be hit, but the cc stays safe!) I was hoping the back would be a mini battlefield for players to fight of some minerals, but out of all the games I've played on this map, the back area was seldom used :/

Anyways, feedback is always welcome (as long as you're nice about it <_< )
That expo between the mains, it looks like that gas is gonna have some issues, but I could be wrong, I don't have time to test it myself right now. Also, you should make the bridges wider to give better access to the center. That's all I can see right now.
nice map, but has some flaws in my opinion

the back area is nice, but i think too tight for frequent use, thats why perhaps nobody used it

the center exp is so harassable, and if a terran gets his tanks there he can easily destroy the half of the opponents main

the bottom has so many exps, if a zerg begin to expand, he can easily secure most of the gas expos in a pvz.. but it is just theorycrafting
In 1.1, I made the mid island expo a little smaller to prevent mass destruction via tanks, and now it is impossible to hit miners w/ tanks from main. Also made the back a little bigger.

Before I release next version, I'd like to tinker with a few more things to see if I can iron out some other issues... I'm thinking of removing the two pathways on the sides of the mains and making the back area an island. Is this a good idea, or would it be too terran friendly?
i really would suggest u to take out the island between the mains.. its just a horrible place to put it.. there are so many expos on this map already so taking it out wont hurt the map..

other than that, the upper half of the map is solid.

other suggestions:
widen the bridges more so that bigger armies can pass thru. thats a must.

idk what any1 else thinks, but i feel that the min onlies at the bottom left and bottom right unnecessary and if any race takes that highground expo, they can easily take that min only too... i suggest u just keep it all highground and make it 1 gas expo at those 2 corners
uploaded new version amd pic

-wider bridges
-less minerals at 7 and 5 expos
-now only the 2 min patches at the ends of the mid expo can be hit by tanks from main
-opened up the battleground at top of map
-the temple is actually a sprite now
-more decoration :D

EDIT: spelling
EDIT2: forgot to add something about changes in new ver

modified by NoPantsRepublic
modified by NoPantsRepublic
addded observer version and a couple of (n00b) replays (I wasnt trying when I was playing :P bc rush I mean comon)

EDIT: I can't figure out how t oremove replays... anyways, the bc is the wrong one; sorry
modified by NoPantsRepublic
well i still think bottom corner expansions are badly placed, i would remove one or surely change the layout there, but thats just me

-- vs (, )
--bob vs elite guard(1on1, 1.13)

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