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Last update for (2)The Accomplice : 2006, 09, 27 22:53
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1680 (2)The Accomplice 128*128Holy)Sin(0.1beta

The map has been rated 50 times and got a total of 5 points


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Comments:   GMCS (0 elements)

I took P131 and was going to make it into 128x128 like suggested, but when I did I decided to change up the top part of the map. I retitled it because I believe these are now 2 different maps. I appreciate advice or suggestions.

Will upload replays soon, if anyone wants to see its gameplay for some reason.
modified by Holy)Sin(
It's cool. The natural is a bit far.
I made it like that for a reason. Most macro maps have a free natural expo and close minonly. This makes you have to use some micro at least in the early game.
king of 8 plr maps
Dont know why you made this again. But good thing about this is larger middle to fight bad thing is too much distance to get to the top expansion, lazy players wont expand up there too much.
So This version its starts to be redundant to expand up there, moving units from south to cover the top almost not worth buildiong up there unless you in dire for money.

Your older more smaller map is better, What i see in this one is a good 4 player map, try and mirror bottom to the top you have kick ass 4 player map, you might have to rework some expos like islands into land expos like 2 side islands at 5 and 7.

modified by king of 8 plr maps
I actually already started doing that but I got frusterated because I couldn't simply copy/paste it without messing up the tile terrain. I'll be putting that up here probably within the next day or 2.
modified by Holy)Sin(
perfect MOTW vote? YES :)
Lol that must be sarcasm, if you really think it is I'd like some replays uploaded on it plz ^_^. Some test games, apparently people don't like to play unknown maps that don't have PGT or WGT in front of it. All the games I've done on it so far are just tests vs comps.
modified by Holy)Sin(
unusual expansion placement, but i somehow like it. i am curious how it works out in game.

BUT, giat but: tanks can shoot almost all the path between main and natural :( and with some shuttles, turrets and stuff, T may even be able to cut this connection down and rape you. but alone the ability to pressure this pŘath heavily is unacceptable...
I updated the space between them to make it a little wider, makes a smaller path but it is still easy to get an army through.
modified by Holy)Sin(
besides nat area, good map. i wish you could change that totally but its a big part of the map and it just doesnt work TvP, TvZ imo
I could make the paths turn toward the outside of the map so the entrances aren't as close, but most of the maps nowadays have a strict macro layout (given nat right outside ramp).

UPDATE::: I finished the 4 player version but I think I will wait a while to release it so I can play a few games on it and fix any minor flaws.
modified by Holy)Sin(
yea thats a pretty good idea, just switch resources to the middle of the map and make sure tanks can hit them across so units can escape from the choke freely without being so close to enemy territory.
I'm trying to find anything wrong with it but it is harder to find mistakes in my own maps rather than others pointin it out, so please give advice ^_^

modified by Holy)Sin(

--RaceR.HeaT vs KrunK.HeaT(1on1, 1.14)
--RaceR.HeaT vs KrunK.HeaT(1on1, 1.14)

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