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Last update for (4)White Planet : 2007, 03, 24 11:42
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2063 (4)White Planet 128*128RaDiX0.3beta

The map has been rated 59 times and got a total of 15 points

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Comments:   GMCS (0 elements)

*feeling proud* :DDD.. I like this map.. Something experimental, but still should be playable.

Mains too big?
In the picture there are start locations at some of the expansions, please make sure that these are not in the .scm file.

As for the map, It looks pretty good. The top-mid and bottom-mid expansions (With all the paths leading to them) should have two more minerals each imo. You are fighting so hard to maintain that expansion because of all the entrances, so I think you should be rewarded with more than 6 minerals. Also... please make some gaps in between the main minerals. This allows for reaver/vulture/ling mineral drops to attack efficiently (usually standard in most maps). Other than that, I don't see many problems with it. I really like it; it's very different
modified by Arden(WoF)
Thanks :) More comments... Any1 wanna test? Msg mj.radix @ euro.
looks nice, might need some testing before you can decide balance heh
I hate when my map is not commented :Ddd

Comments... How to make it better???
Interesting and unsual but getting a worker to go scout will be murder in this map as it will bump into the neutral buildings. That will also be the case with troop movements in some directions. There are ways to deal with this but these things are not very popular with most players. Maybe you can move the neutral buildings around to create more direct paths between the mains. Your map description says merely: "destroy all enemy buildings". Please be a little more creative and write in something that tells us more about "White Planet" or why "White Planet" or what happens in "White Planet". Remove also all the extra letter "t" from the map name that appears when you play it and place a tittle in your scenario.
modified by Lancet
very nice map, i like it

mayb you can somehow, as other mentioned before, find another way so that pathing wont be fucked up too much by those netural buildings :)
Been thinking and thinking... U got any ideas? :s
Added small bridges from mains so that u can scout.. Only workers and smaller units can pass it..

Plz... If u find better way, plz tell it ^_^ cuz im not rly happy with this 1.

Also added two minerals to 12 and 6 expo..
It is absolutely not possible to fix pathing issues between horizontal positions. So I personally wouldn't bother. every other position (Vertical / Cross positions) doesn't seem to be affected by a pathing issue from the looks of it. Idk...

Edit: That means lings can pass through those bridges, correct? You might want to test the distance and see how well P and T can defend from a Ling rush.
modified by Arden(WoF)
yes, that's what it means.. I will play some games today in this. I'll post reps.
added 2 reps, more to come...
I'm COnsidering taking out the 2nd pasasge from main...

What do u think?
horizontal tankpush seems deadly again

Deleted all of the neutral buildings, added few d-webs... No pathing problem anymore. :)

-- vs (1on1, 1.14)
-- vs Angel(1on1, 1.14)

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