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Last update for (4)Imminent Battle : 2006, 11, 09 00:06
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1803 (4)Imminent Battle 128*128Satik0.1beta

The map has been rated 56 times and got a total of 5 points

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Comments:   GMCS (0 elements)

The map looks ok, but the mains are pretty small, even with the open nats. This hurts t/p for building space. The map is really really open which favours z and p in pvt. Those mineral onlys are ugly, their formation. They also look pretty hard to defend for only being a 6block expo.

Otherwise it looks nice. The decoration is somewhat lacking (very few doodads) though.
OK, thx, im going to edit it now ^^
Edited: larger bases -> better protected expas, high midle for not so much open middle, changed mins only expas, and on islands were added bridges + some decorating edits.

Ready for you another advices.
idk if you're comfortable with using scmdraft or something to make special ramps, but I think it'd be nice to have the center thing have 1 big sideways faving ramp on either side for movement.

It's pretty tight now, but I think it'll be fine if you that. The races will have to use that path since the money is nearby, but can still use the tighter areas.

I like it, that was a good edit imo.
Ok, i am going to find and download scmdraft and edit the middle, I hope it is not hard to work with scmdraft.
Terrain editing with SCMD2 is about the best you can get (except for doodads maybe). You have to work with the dropdown-listboxes: Select Terrain in the leftmost and change the terrain mode in the rightmost.

But be warned: Starting a map with SCMD2 is not recommended for Melee mapping, as it does not set the upgrade/abilities settings correctly by default.
modified by spinesheath
Edited middle + some inverted cliff entrances.

May the middle lake would be better walkable surface :-
for the southern mains you don't need inverted ramps, it doesn't effect the distances because you laid the mains out nicely (for that purpose). The middle lake ought to be walkonable imo, it's pretty tight now. The map's looking good :) Time to test it.
Edited middle pass, ramps in south, little bit larger mains, minerals in main moved more to center of main cliff (not so easy for mutalisks).

Someone to test it with me? ^^
Little bit widthened bridges.
I will play. What time?
Can you on Thursday 20:00 CET?
no, but 21:30 CET should be good.
Or can you now?
yeah I can now
Ok after having played the map I have a few things to say. The main is too small and the nat is too tight. P will lose horribly to t. It's hard for t to move out since the space in the nat is so lacking. The E/W expos are a problem because units take the path through that way, across a bridge. They also go through the backdoors of the mineral only going to vertical positions. This means lot's of dumb units getting stuck. E/W expos should be changed so they don't have a bridge, or aren't the main pathway for vertical pathways. The backdoors for the mineral onlys are nice but will be better off gone.

Idk about the rest of the map, I never got to leave my base farther than that >< My tvz sucks lol

Decoration is still lacking imo lol
modified by Nightmarjoo
looks like one of the reps added twice ><
loolks like both reps added twice xD

--Satik[oXg] vs Nightmarjoo[BA](1on1, 1.14p)
--Nightmarjoo[BA] vs Satik[oXg](1on1, 1.14p)
--Nightmarjoo[BA] vs Satik[oXg](1on1, 1.14p)
--Satik[oXg] vs Nightmarjoo[BA](1on1, 1.14)

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