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Last update for (4)Senbonzakura : 2007, 08, 02 07:48
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1981 (4)Senbonzakura 128*128Salazar Slytherin1.8final

The map has been rated 58 times and got a total of 105 points


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Comments:   GMCS (0 elements)

Seems huge Oo
Style is great as always, but the concept seems familiar.
Really nice map, though.
it seems to encourage standard gameplay once you secure the nat. till that, it is a reversed gameplay and we know terrans are weak here (especially if the base-to-base path isnt too long)
Somebody watched too much bleach XD
I agree with spinesheath.You abusing about the same idea like in your previous map,Sing for Absolution.Nevertheless,the map is a nice execution,whitout substantial issues..
I don't get it. Here we see amazing fundamental map making skills combined with an incredibly standard, boring layout. Maps like these could be great if a little bit of innovation was thrown in there somewhere.
Salazar is focusing alot lately on making some micro-oriented maps with shorter than usual distances from main to main. Taklamakan, Sing for Absolution and now this map all have 3 expos per player (3x4players=12bases) and the distances remind me of older maps where a protoss going 2-gate zlot rush against zerg would be very effective. 8-8-6 minerals and stuff, we're going back to the days of Nostalgia, Sin Gaema Gowon and some other great maps where they just stuck to the basics, although now we are using everything new we have learnt over the past few years.

Good job :D
this map is nothing like Sing For Absolution guys... -.-
Also, you say he never used inovation? Salazar switches off from more experimental maps to more standard maps, you must be high if you think he only makes standard maps.

I like the map, but I like almost all of your maps =/
Purple's nat perfectly defends the main ramp it looks like, same kinda thing with blue, the others definitely need to 3hatch.

This map is like Antarctic Diary in that it looks standard at first but the more you look into it...
The breakaway part of the main will lead to interesting proxy action, or maybe stuff like terran lifting a rax and factory over, a rax to wall off the 1 area the factory to make tanks, stuff like that.
The middle's pretty open, but the mineral onlys are so easy to defend; I'm not really sure how tvp will play.

Good map imo, you'll probably find reps of me on the map soon^^
Salazar is a fucking beast! I cant stress how well his execution is.. Even if his layouts are standard.. the point is that by the end of the crticism, you have a solid map. It's too bad he isn't an active contributor to the community..

The best part about looking at his maps, for me at least, is that you get a feeling that its somehow 'new' .. Although you definitely see its basic layout, I think maps like this bring out new ideas and hopefully we can use these types of maps to further create more innovation.

great work.
The distance on this map is really long. Try playing it.
W to N 157
W to E 171
W to S 149
S to E 130
S to N 154
N to E 112
lt 2.4 distances measured in the straigtest paths with unsieged tanks from sl to sl

SW to NE 139
SW to NW 122
SE to SW 110
SE to NW 131
SW to NE 127
NW to NE 132
Senbonzakura distances measured same way.

This map's physical distances are almost exclusively shortern than the popular lt, distances are not that long =/
o rly.

I stand corrected, I think. just in my experience, maps with bases in corners tend to be giant turtlefests
Yeah I understood what you meant. The map is kept from being turtle fest by 8 min main instead of the more common 9 nowadays, and a huge nat choke.

Didn't feel too long in game either.

Couple things to worry about Salazar, workers sent to nat go behind the minerals which is gay.
NE main has bad miner ai pathing, there are a couple blocks where Nasty's scvs would go farther south than they needed to instead of going straight to the cc, our games put us in all 4 sls in the 2 games, and only NE had bad mining.

I want to see more comments here -_-
Salazar, what server/channel do mapdori/famat mappers test maps in?
west server

op mplus

modified by SalazarSlytherin
"west server

op mplus "

hey I pvt on this map tonight, I was 7 sl & my goons got confused on way up ramp when I had their rally poits at the nat, idk they got confused oO
Maybe you accidentally rallied over cliffs?
@Salazar Can you tell us what this name means?Just curious.

Btw,can imagine that this map would look also great on ash-tileset
The middle doodads are very annoying for pathing.


--SenSe.Nitmarjoo vs NastyMarine(1on1, 1.14p)
--SenSe.Nitmarjoo vs NastyMarine(1on1, 1.14p)
--1 vs 2(1on1, 1.14)
--1 vs 2(1on1, 1.14)
--1 vs 2(1on1, 1.14)
--1 vs 2(1on1, 1.14)
--BHolder vs alexol & dkaswik(1on1, 1.14)
--DG)ScaremongeR vs CHLTKDALS(1on1, 1.15)

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