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Last update for (2)CorsairHangar : 2007, 03, 21 00:07
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2005 (2)CorsairHangar 96*128NastyMarine0.8final

The map has been rated 40 times and got a total of 30 points


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Comments:   GMCS (2 elements)

mapid was a good year for me :)

Ok on the pic, the red dots are distruption webs.

- Main minerals are 9 blocks (two mins with 250).
- Nat is min only (9 blocks).
- the corner expos have 10 mineral blocks but all are modified. and the gas is modified to 10,000.
- Island expo has modified mineral amounts as well.
- Middle mineral wall is 80 ore each mineral.

Any of you feel that the middle is way too tight? Even after the mineral walls are mined out?
modified by NastyMarine
Why would you put DWebs at those spots on the islands? Imo they don't really serve any purpose: You can't place cannons there (well, you CAN...), but you can still shoot there. So you create a spot that is defended a little less, but still defended. Units that are dropped there can't attack, but will be attacked, so it's back to normal...

I think LGI will kill you for the 2 main routes ;) If you turned the direction of the paths in the middle by 90 and removed the minerals, you'd probably have a nice main route.
nasty did you mean corsairhanger? or were you going with cosair :D ??
Cosair = air unit
Hangar = Holding area for jets etc.
Im no fan of spells on maps. On this I think it takes away from a really well thought out and executed idea.

Any chance you could move gas to the nats from the
5 and 11 oclock?
I think dwebs and swarms are a great idea to make the usual maps that everyone comes up with interesting.

Having said that, if you are going to place dwebs place several of them so enemy troops will not flank them that easily, single webs at non-choke points are useless. At the islands don't place dwebs, place swarms but make it in such a way that a lurk will just barely hit the first one or two mineral formations.

Also, why do you use red dots for dwebs? See my comment on the map lavaborne about how to make dwebs and swarms appear on maps.
well i didnt want to flood the map with dwebs. As I think there is enuff strategic value with just the layout alone so i didnt want to complicate things much more with spells.

I dont think im going to make the nats have gas.. the idea was to make it min only nat. No specific reason, just wanted to see how it would play.
no feedback available? :/
looks like a mapdori map :O
i like this map,and i would like her more without those webs.the access to the mains is a little tight,for my taste.and the pos. of the min. lines on NV and SE could be better,they using too much space.terrain deco is nice,really appealing.a map that make sense.

one of the best maps that i see on this site, this year
it will occur the gasless-nat problems, but in other viewpoint it is another type of gameplay. a little more T>Z and P>T. guessing zerg will expand to gas sooner or later, it could be fair, but tvp remains hard i think, the expansions in the central area is so open.

well want to see its flow
modified by Antares
lol Grief again, loving only the visuals of a map... You think everything is too tight unless it's like forte open -.-
Heh... It was stated once before, but I really do think that you meant corsair. Because you mentioned "Cosair = air unit" But... Corsair is the actual name for the Protoss air unit. It'd be good to fix before we vote for our MOTW (hint hint)

PS: I like your little mini bridges at the corner expos. I think they've gone unnoticed for the most part, and I just wanted to draw attention to the godliness =D.
modified by Arden(WoF)
nah he did that to Two Counties too :)
oh shit u guys are totally right LOLz i never really noticed that Corsair was spelt wrong at all LOLLLLLLLLLLLL.

Nitemjoo i did mean Two Counties. When i first developed that map, I wanted to have one side badlands and the other jungle... but that is impossible ^^ lol but yea i wanted to it be Counties not Countries

Name Fixed.
modified by NastyMarine
op bwmn
lol just realized that counties is a plural of county^^

FIXED DWEB ERROR b/c webs were set to player1
fixed name at last

just in case if any1 didnt noticed, 6 oclock nat only had 8 mins and 12 had 9. Fixed back to 9 for 6 oclock nat.

sorry bout that guys. just noticed now
I hate this map. It's impossible to win with standart Build orders if the Protoss plays aggressive.

Ramp would help.
idle factories ftw scout!
lol I think scout is talking about me :D KEEKEKEE
Congratulations on the MOTW award. I just want to reiterate my past comment in this thread that single dwebs at non-choke points are not very effective at affecting game play. This was one of the plusses put foward by Nightmarjoo to argue that the imbalance built into the map by the bridges was toned down: "...dwebs make it harder to bunch a big army there...". So for all that it's worth I disagree.
I'm not sure why you say it doesnt affect the gameplay. Of course it does. This map is more of a micro map and those dwebs will give those small skirmishes alot more interesting. and plus, adding mass spells makes the map so artificial and i wanted to stay away from that.
I am not talking about mass dwebs, I am just saying that instead of placing SINGLE dwebs you should place them in groups of 2 or 3. Single dwebs can be easily flanked (unless they are at chokes), this is why I claim single dwebs don't affect game play. Read some of my posts in the Caissa thread about how I believe dwebs affect gameplay.

A small skirmish may happen around a single dweb but the specific claim made for this map is that those single dwebs will "make it harder to bunch a big army there" and that they will in part compensate for any imbalance introduced into the map by the bridges. I don't think that is the case.

All of the above are, of course, only my opinions.


--TiQ.Moaf vs betty[dot]boop(1on1, 1.14)
--Chopper]i[ vs DNA]3rdSin[(1on1, 1.14)

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