|Similar to X marks the spot, except that it's semi-air, and the island in the center is VITAL. Gain control of it with a steady hand and you will most likely be the victor. That is, if your main doesn't get blown away at this point.|
I tried to add as least building space on the island as possible to make it really hard to control. Suggestions?
|change double gas in middle so they are both 2500.|
besides some minor positional imbalances, id put it in the top 3 COS.
X marks the spot is a joke next to this
|Central gasses already only have 1000 gas.|
|Can marines shoot behind the temple without range upgrade?|
|green has an advantage, can practically mine from two min lines at the same time|
|Perhaps, I guess I could make red's/blue's a bit closer, as moving teal's farther away would make it positionally imbalanced to one position.|
|oh jesus i dont like this map anymore|
i just looked at temple HP lol
|1500 isn't THAT much you know, it goes away faster than you think.|
In your average arkanoid game, the path from one base to the other takes about 3 minutes to clear when you're ~10 minutes into the game. This won't take too long.
|teal has largest main|
map is interesting, as are all 64x64
|can't tanks hit the islands?|
and personally I would tone down the mineral onlys to 4-5 minerals
|Moved red's and blue's naturals a bit to their start location; haven't updated the picture though.|
|well actually 1500 is a lot. unless its FFA, which i thought this was intended as 1v1, terran will just have to figure out where opponent is and bunker that temple(which is why scout asked if un upgraded marines can attack) and then later get tanks up at both and you cant sit and hit a 1500 hp building while getting pounded by tanks. so then you have to go for air, and that 6 mineral expo definetly promotes turrets/cannons/spores/sunkens.|
|why is boongee's post censored?|
|I have no idea.|
Remember that you can take a detour as well, you can even take those two expoes there then.
|Piece of art|