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Last update for (2)Sierra : 2006, 10, 02 03:50
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1697 (2)Sierra 128*128TKTKVROOM0.1beta

The map has been rated 39 times and got a total of 5 points
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Comments:   GMCS (2 elements)


Holy)Sin(
The overall look on this one just annoys me. The gameplay looks alright but I don't like the side expos. There is a given entry to them making it harder to defend against air attacks. I like how there are a few options for flanking, but I don't like how the natural and minonly is easily defended. Will result in major turtling and air combat I think.
Nightmarjoo
to fix the turtly azalea nat/minonly look refer to gmcs
Nightmarjoo
I like this map, it's a lot better than the ones you've made recently.

My main concern besides the azalea/arcaida nat/minonly look is the decoration (haha again). The grass is really boring looking. There are dooadads for grass which are walkonable and buildonable, use them! Also you can mix up the grass with some dirt, and mix up some dirt with grass in the east/west expos which are really bland.

Also watch those cliffs, some look like they can have tanks on them.

I like the side expos; they sorta do encourage air combat, which is different, not necessarily a negative feature at all. There is plenty of room for ground attacks throughout the rest of the map.
Fixing the nat/mineral only layout will mostly prevent turlting.

This is my favourite map of yours.
modified by Nightmarjoo
Nightmarjoo
spam so others can comment
tktkvroom
thank you sir =)
I've already played like 5 games on this map. Everyone likes it so far. It has proven to be a good dropping map. & there is plenty of room all over for fights. I'm uploading a rep of me
tktkvroom
hmm I'm getting this message when I try to upload my replay
You did not upload a *.rep file or your replay was bigger than 410000 Bytes.
lnept
i on the contrary see it as one of your worst maps lol its just a bunch of divided high ground seperating the map, with linear gameplay. one example TvP: T takes fast expo, then pushes using that high ground BUILDABLE in the middle, which can attack that whole path . how does protoss get out of such a fast push unless they use carriers?

(arbs also take a while to get)

2nd example. ZvT: how to flank?

tktkvroom
I played a few pvt & no problems
as for zvt...let them figure it out
Nightmarjoo
lnept there are 3 main passages z can use for flanking, and they are fairly open =/
It's much more open than azure pasture imo -.-
lnept
seriously i dont care if you had no problems. i know what im talking about.
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