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Last update for (4)Immortals : 2006, 07, 31 19:13
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1411 (4)Immortals 128*128Antares0.1final

The map has been rated 48 times and got a total of 5 points


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Comments:   GMCS (0 elements)

smaller mainbases disfavor macro.. temple wall favors harass.. that was the base of this map

what do you think?
if you make the bases that far away it's going to be a macro map anyway
The middle is open and useless, if the players are both on the north or south, there would be little reason to use the center; alternatively, the huge center makes massing even easier.

Also, teal and blue have those large raised jungle masses to put tanks on, but red and purple don't, they can defend with tanks or can be hurt by tanks whereas the other two don't share those advantages/disadvantages, unfair~
Wow, this looks AWESOME.

The mainbase thing is kinda one sided - It makes it harder to play macro style for a Terran, but not for a zerg. Imo having pretty low ressources is the way to go to make people leave the base earlier instead of massing in their main.

very sexy design though:)
Wow... that does look really nice.
i made some changes here.. i give the naturals a temple wall, so that harasses can be more effective
why does this remind me of like 4 other maps ;.

looks good though. the natural expo area is WAY too big. it doesnt look like it is, but it is is huge in a game i bet.
its not that big, you dont need to worry about
Amazing, I love this map.
Looks like edited Citadel of Adun by Travin, but it has exactly great changes done if it is true.
Awesome map. There won't be lack of pressure in games.
i didnt copy any style of another mapper into my map, at first i wanted temple walls everywhere, then i changed to raised jungle, because the map woluld be too boring and i felt "it is like a trapp" which is annoying

anyways, travin's map was a bit experimental with that doubled amount of resources on the main, isnt it?

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