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Last update for (4)Synergy : 2006, 09, 03 00:33
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1437 (4)Synergy 128*128Allstar.HeaT0.2final

The map has been rated 64 times and got a total of 15 points
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Comments:   GMCS (0 elements)


NoPantsRepublic
Former clan heat member (me) says the following:

This is a big improvement from your last few maps; I really like the double entrance thing you did, but I think it should be the other way around: natural guards ramp, while stairs are open. Right now it is impossible for zerg to defend main ramp with natural sunkens. Red and blues mains are smaller then teals and purps. The two expansion on the sides ramps are closer to bottom players, so it would be wise to move them up a bit. As for balance, thats all I have to say...

Decoration is needed here; space tileset looks alot better when it looks nice and straight/boxy. Its supposed to look manmade, not natural. The map could also use some more doodads

Other than that the map looks pretty nice, gj, but needs some work still
Allstar.HeaT
What do you mean add decoration? I tried to throw in some doodads but I didn't want them to get in the way of battle.

Good to hear from ya again :)
Antares
yeah this is the best map from you so far

i dont think zerg could get in trouble with defending his ramp, he just have to do a three-hatch-expansion method, which could be a disadvantage, but not so striking in my opinion (see forte for example)

but zerg will get advantage with the amount of expansions in the map

i dont think the stair entrance will ever get to use, because it is so easy to block it with one drone
Longz
i think its nice, only the upper right hasn't got to much room to build like the lower to locations.
Peace
Allstar.HeaT
I edited the top 2 bases to make them more evenly sized.
EffectHypnotize
terran would tear shit up w/ tanks on this map by using the space terrain going down the middle of map, then he could take like 3 expos for free while easily pushing. that terrain going down the center is not a good idea due to the lack of flanking ability..
SynDrome
Imo if horizontal pos P > Z becuz of the close mains.
EffectHypnotize
GG MAN im WoD[newmatchups]

AiurZ
pushing down the center wont do anything for the terran because from the center you dont gain any ability to threaten the other player.
spinesheath
Now how was this map pushed up?
Allstar.HeaT
What do you mean? I edited the triggers on the OBS version because I didn't have the Share Vision trigger on my editor, but now I have it and put it in. It just had map revealers before.
modified by Allstar.HeaT
spinesheath
ok, so that's why ;)
Antares
map revealers omg ^^
5pool
hr, i like the map, but i think the choke from center to nat exp is too small, perhaps make it 2 or a double bridge?
Allstar.HeaT
Yea, I made this map on the original campaign editor because I deleted xtra-editor and am too lazy to get it again ^_^

**I'll try to make the bridges a bit wider.
modified by Allstar.HeaT
spinesheath
There is no improvement from SE to SCXE in terrain aspects...
Holy)Sin(
I use SCMDraft 2 for terrain, for trigs I use the original editor.
Replays


--Allstar.HeaT vs devil_bear.HeaT(1on1, 1.13)
--Allstar.HeaT vs KidBoxeR.HeaT(1on1, 1.13)
--Allstar.HeaT vs Naithiz.HeaT(1on1, 1.13)
--beggar vs ft(1on1, 1.13)

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