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Last update for (2)Fall of Tenochtitlan1 : 2007, 02, 22 11:25
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2009 (2)Fall of Tenochtitlan1 128*128ProTosS4EveR0.6final

The map has been rated 46 times and got a total of 28 points
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Comments:   GMCS (0 elements)


ProTosS4EveR
I forgotten my password... gg me i know.
So, i remade the nats, top and bottom expands(the little way without building is for small units like peons).
And i made more decoration, i think i could make it better. If you have any suggestions, i'm on :D
modified by ProTosS4EveR
LostTampon
well made but too tight imo :)
ProTosS4EveR
What is too tight? paths?
I also noticed paths are horrible and i'm working on it.
PsychoTEMPlar
Cool map, but I am somewhat worried about the positioning of the nats, as they get in the way of units coming down from the main (will they try to make their way between SCVs?). It's not a balance issue, it's just kind of annoying. I think if you put them on the opposite wall, it would be fine.

I agree with Tampon, you need to get rid of some of those walls, or make them smaller, because you're forcing Protoss to attack a Terran army from only one small direction. This will mean Protoss units piling up on one another, reducing their aggregate of attack, while not having large effect on the Terran army, because of the superior range of Tanks vs Dragoons, and Vultures vs. Zealots.
modified by PsychoTEMPlar
ProTosS4EveR
-- UPDATE! --

I remade the nats and removed some walls.
But i have still a problem and i don't know how to resolve it, maybe somebody knows how to make neutral walls with a good pathing, coz i placed at least 6 temples and units always turn aroud it. :/
Nightmarjoo
Impossible to have good pathing with neutral walls I'm afraid. Players will just have to work around it by having better control over their units. I try and avoid neutrals for this reason...
ProTosS4EveR
Mmh ok thx
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