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Last update for (2)Solstice III : 2006, 07, 28 00:25
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1444 (2)Solstice III 128*128Diminate0.5beta

The map has been rated 40 times and got a total of 20 points


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Comments:   GMCS (0 elements)

One of the oldest map that I have.

Actually, this was my first map.

I updated constantly. Every time I make a major change on the map I added the number after the map name. So this is the third time I made major change in this map.(Unfortunately, I cannot tell you the history of those major changes; it would need several hours :( )

Anyway the basic idea of this map is selecting your nat, either only-a-lot-of-mineral one or little-mineral-but-a-gas one . It would not be a clever idea to take both nats; you would need tremendous effort to defend them.

You can take the other one later, but the first one you take would decide your play style. For example T would take only-mineral one for timing rush with several tanks and a lot of vultures(it is an old story, but nada had shown this once in Mercury).

The amount of blockage mineral is 100. It seems to be too much but you can destroy the neutral building for the pathway. The mineral is only for your probes, drones, or SCV going over it and take nat at normal time.

Enjoy! :)
very cool and different idea. i like how you can choose to play varying styles. cool layout too.
the two natural idea, which affects your gameplay is really creditable !

i hope players will take the risks with choosing different naturals and strategies

the other parts of the map is pretty standard, but thats good, the main-idea is enough to make this map very freash..

the decoration also good, you really know how to use straight lines to add a nice decoration (me not :P)
The decoration could be much better in areas with one solid terrain, or in the bland main; the doecoration you have looks fine in the picture I spose, but I can't help thinking it would look boring in game, but that doesn't really matter too much. The double nat idea is very interesting, and I can't see any issues with it because the wide entrances negate any problem with allowing a double expo early on. One possible balance issue, there is a lot of open space which is good for zvp, zvt or pvt, but there should be tight passages too for pvz, tvp, or tvz. A balance of both open and tight is always good imo.
pretty sexy. I could almost start playing SC again to check it out.
Oh,yeah.Very sexy like a fat chick with big melons.Nightmarjoo wants more juwels on her.Can do.I'm not sure that's give her more sex appeal.But who says you can't have fun with her.

Feelin' good people ...
modified by Fry

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