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Last update for (4)Calling : 2006, 10, 21 22:23
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1777 (4)Calling 128*128Salazar Slytherin2.4final

The map has been rated 23 times and got a total of 55 points
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Comments:   GMCS (0 elements)


Greg
nifty idea, i did notice a few things though.
☼ 9 & 3 can be dropped on easier than 12 & 6
☼ the resources at 12 & 6 can be harassed easier than at 9 & 3
Antares
oh no mass-neutral-buildings. run for your lives!

this is so much like an ums, i dont get whats the point in it

besides this, the map is still far from perfect. left and right main has incredible small building space and even that small space is tankable from outside. ramps are badly placed at green and left imo. it is very stressful to get up and you must ignore awful lot damage. also when you macro getting down wont be so easy.

i dont like the ring-shaped splitted center. its just me, but i see very linear, unflankable battles there as the only one alter route is just very far away. - okay perhaps this is just my hate of this element, dont listen to me if you want :P

the gasnatural seems to be hard to defend as it lies in quite open area. especially the gas is very exposed.
Holy)Sin(
Take out every single neutral building you have and I can see this being a nice map.

Ok now if you take out all of the neutral buildings here are suggestions for the map.

The natural needs gas or zerg gets screwed over. Switch the gas from the 2nd expo to the natural, then it'll be a bit better. The top base natural expo is way closer than the rest of them so that is a big positional imbalance.

Put the gas on the natural and remove the gas from the 2nd expo. That will make a better map overall.
modified by Holy)Sin(
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