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Last update for (2)Rush Valley : 2007, 06, 23 10:42
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2077 (2)Rush Valley 96*96ProTosS4EveR0.1experimental

The map has been rated 45 times and got a total of 5 points
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Comments:   GMCS (0 elements)


ProTosS4EveR
I wanted to make a map where the mains are very close each other, and i've done it.
LaO-Artanis
Shorter rush distances then Blood Bath. Terran will always win through worker rush. The moment Z makes a pool, T can just run him over with scv, and even if that fails he can kill all drones then lift to make it a tie. Protoss won't even get the chance to make a zealot.
Don't think this will work :/
LML
hm.. how bout playin this map with: 20minutes No Rush?! LolxDD
NastyMarine
wow really great detail and unique idea. but i think Artanis is right. But it is interesting.
ScoutWBF
Actually Drones and Probes have a range advantage over SCVs. Somebody with good micro should kill a Terran. Oo
Grief_Stricken
if your only purpose is"to make a map where the mains are very close[to]each other"why you dont use a 64*64 surface?and allow me to ask:all the trouble just for a worker fight?
lnept
yea dont get this at all.

switch mains to top left and bot right and you got yourself an interesting map. as it is its just plain stupid
LaO-Artanis
I know why.

Ok maybe I don't.
modified by LaO-Artanis
ProTosS4EveR
What's your problem with Kurt Cobain? x)
64*64 was too small for me, i wanted to creat a map where you can go at the sides. Both rushes can fail and then they need to expo, ain't it?
modified by ProTosS4EveR
Nightmarjoo
ok I suggest lowering the mineral count of the mains to encourage/make necessary the expos, and also make a wall in the middle, not blocking the whole thing, but elongating the distance. Of course this might help 4/5pooling... idk. Maybe a neutral wall on the rocks from the temple to the expos N/S, and then low hp neutrals blocking those two expos off? Now this certainly changes the concept, but I think it keeps much of what you're trying to do and makes it playable.
ProTosS4EveR
I tried to do what Nightmarjoo said, i think that's a good idea. I also removed 4 minerals at mains.
ProTosS4EveR
-- UPDATE --

- Changed buildings to sprites.
Nightmarjoo
haha well now thanks to the long distances resulting from the neutral wall, I think a 5block main is a little harsh :) Maybe 7?^^ imo the map is now heavily gas rich, there is more gas on the map than there are minerals, this makes protoss very strong, long distances + heavy gas should make templar tech very strong, at the same time this will result in very few lings, probably a high muta/lurk count. For tvz, sv heavy as fuck, no need for tanks really, I think sk terran would be strong here. tvp will be straight tank lol. I don't think you want this unit choice, it makes the expos less important to fight over with gas abundant, and the expos are all in tighter areas, the open areas being more insignificant; seems like you'd want either a normal gas:mineral ratio or a higher mineral:gas ratio.
ProTosS4EveR
I will be away for one week but I will probably dowload SCMDraft at my second home and update my maps (If i got some time :P)
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