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Last update for (4)Cao Tsah II : 2007, 12, 28 00:50
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2181 (4)Cao Tsah II 128*128Alumni0.5beta

The map has been rated 56 times and got a total of 30 points
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Comments:   GMCS (0 elements)


Alumni
My first map remade because I couldn't bare to look at it.

- Trees in middle are for hiding units (sneaky)
- Both min blocks in the nat are 40

I know there's a slight pathing issue during early gameplay when scouting, (worker travels to 2 of 3 corners without problems) but once the min blocks are gone opening up access to the gas exp, if you want to scout again at that time, gl cuz pathing will be even more fucked until you kill a xel'naga temple (only 1 of 3 corners will be reached successfully by the scout if the exp choke is still blocked by temples).

Suggestions on fixing pathing while keeping as much of the ideas intact?

I don't quite know how to fix it because I want the mineral line there intentionally to block the other exp and to be blocking it completely as well.

I could make this a standard map and take out min blocks and neutrals which would fix all patching issues, but then this map would be damn boring :-

Still pimped though from the original Cao Tsah map which has been submitted to the TRASH.

This map is intended for 1v1.
Mass comments gogo!
modified by Alumni
Nightmarjoo
idk I don't think pathing will be too bad =/
flothefreak
basic macro map...nothing special. the nat setup may cause some new aspects from time to time, but overall it looks like 3base vs 3base fight quite fastly
Superi0r
i like that map, very nice
Alumni
yeah but the timing of getting three bases is messed up :)

i do agree though that it's a macro map. i also decided to remake this map for the reason being that all the new 'pro' maps concentrated on macro play as well but the maps they chose aren't that balanced by the looks of it but through their tests, apparently they're balanced... *shrugs*


i wanted to do better :)
modified by Alumni
NastyMarine
very cool, but i wish the actual layout was executed a bit better. and i suspect that terrans will use the neutral building + expo area to push to GG a Z or P? especially if the positions are set up so the T's nat is positions adjacent to the expo. if you understand what i mean? XP
Alumni
yeah i understand what you mean :)
so basically that would make especially tvp, important that the temples are destroyed before tanks start pushing
Alumni
for those who haven't seen the original Cao Tsah, it used to look like this:

FateD
My only concern is pathing with the units going thru nat depending on positions... very nice map otherwise :D
uC.MorroW
i will join my big 200limit army in the forest then backstab him when he come


if i were u i would make the islands at sides into non high dirt expands where u can walk to. i dislike when its many islands^^
modified by uC.MorroW
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