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Last update for (4)Neo Equilibrium2.3 : 2005, 07, 27 18:30
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|218|| (4)Neo Equilibrium2.3|| 128*128||SpoR[Mech]||0.8||final|
The map has been rated 71 times and got a total of 60 points
You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
|The design is not too appealing, but i believe gameplay seems to be better, and after all that is the important part. perhaps too many islands and the lack of a separate 2nat will probably be noticed during play..|
|Well, Listoric will say: Wrong tileset, use Space^^|
I don't think it's that bad, it has not the beauty of trcc or starpartys map, but its ok.
On the top right pos, you can't place an add-on to the island expans if you place your CC in optimal mining-distance.
I'd say 6/10 right now.
|You mean top left :P|
|Yes i did;O|
I really hope Spor[Mech] is not one of these "fire and forget" mappers, the maps all have potential.
|Im pretty sure addons fit at all the island maps, this map does look a little blocky i've been editting it for a year.|
|maps = expanions , lol tpyo. where is the edit feature?|
|There is none, but there was never supposed to be either ;) This way perhaps people think a little bit more before they type stupid things :) ofc typos are a bit anoying this way... :P|
|Hehe panschk, YES, wrong tileset ^^|
I still like space or installation maps with straight cliffs better than natrual tilesets.
But, i like the map itself. I`d change two things:
- the min-onlys should be somewhere else: on the now small high-ground near the island expos left and right hand side.
- then you should widen this small high ground to several small high grounds behind each other to prevent a drop on the high ground, or behind it...
gosh my english sucks atm. here a small "picture"
eXpansion -> (X) |||| (<- small high ground walls) (x) <- Island expansion
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