| Back to "beta" maps. Show all maps. Last update for (4)Chartreuse Emerald1.1 : 2006, 09, 20 05:35
mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 1407 | (4)Chartreuse Emerald1.1 | 128*128 | Nightmarjoo | 2.3 | beta | | The map has been rated 24 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
NastyMarine | | | whoa, this is a good lookin map! Great layout. You really got suttin goin here!
Suggestion:
To be more army friendly, removed some of the middle temple, and make it ruins with a few doodads (from the ruin doodad palette).
GW | Nightmarjoo | | | thanks for the compliment on the map, I wasn't sure about this map, I'm not great at jungle tileset, I don't use it often because I don't really like it; my main concern was that the layout seems too straight forward, z couldn't really hide a base, the expos are all in the compass directions and not hidden at all; also, that exluding the islands, there is no gas outside of ur nat, unless u mine out the east and west mineral onlys; should the mineral onlys/gas onlys be changed into a simple gas/mineral expo?
And I see what you mean about the temple stuff and how to fix that in the center
Lastly, the expos in the center, they can be easily hit from behind, do you think they are adequetely defensible? And should the islands be made not landable on?
Comments/Suggestions plz~ | panschk[FP] | | | The choke to the natural is much too tight. You have like a free natural, will lead to big macro matches and prolly makes T too strong. | Nightmarjoo | | | 1.1 Changes
teal's entrance was too close to the sl, it's been moved
the center has been opened and I followed Nasty's advice by adding ruins and stuff, to make the ruins cover more ground that staredit wouldn't allow I edited the bottom of the ruins entirely by custom tiles, and all of the center doodads are custom made as well
I redid some of the raised jungle nat walling, as well as opened the entrances significantly | Nightmarjoo | | | comments/suggestions? | Nightmarjoo | | | comments/suggestions? There are some new mappers here and I want some more comments, idk where to go with this map. I had mostly abandoned it, but I'm looking at older maps (the ones with some promise :) ) and nasty liked this one ^^ | Antares | | | why would you want to abandon this? looks like this is a coherent layout with a nice execution
what is your problem here? | Nightmarjoo | | | well what is your guys' problem with it?
It seems kinda simple. What does it need? How can it be improved? Any racial imbalances? It doesn't seem motw quality imo, but idk what to do. Comments Suggestions please :) | NoPantsRepublic | | | The reason why noone comments is because there is nothing innovative or new about it. Sorry if that sounded blunt/mean, but it's why I'm not interested in it. | NastyMarine | | | well the map def has potential.. if u want more out of this map, i suggest that u make the temple perfectly symmetrical.
also change the main/nat setup... to more explain my idea for the mains/nats, look at the gmcs.. with my suggestions, u'd hafta move stuff around but i feel that it will make the map more dynamic. modified by NastyMarine |
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