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Last update for (2)Triceratops : 2009, 08, 15 01:38
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2271 (2)Triceratops 128*128Aiko[11]Blue0.3final

The map has been rated 48 times and got a total of 15 points
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Testbug
zealot+carrier will rock in this map because protoss player will have 3 safe gasses.
(enought gass to build templars/psionic storm to counter massed goliaths)

the multies at 5 and 7 looks too tigh for me, i would use some wider (and shorter) bridges.
or connect'em with a natural building.
the tightness in those multies are not necesary because it will be colonizes in a late game /you have 3 expos inside!)

what about a double gass or something to take some acction to the south!
take the atention to the south making it more useful.
mieral amount in here are ok, this is not a macro map. and looks very tactical. i love it

terran tanks can't get out ot the base, so terran will m&m+vissel, that's why zerg mutalisk won't be that powerfull, terran will go always with m&m.
and hydras can morph to lurker outside so there is no problem.

protoss can still zlot+dt+templar and archons/dark archons can emerge outside
this map looks ok for me
modified by Testbug
NastyMarine
odd map.. made for design and not for gameplay. I dont see any of the bottom half being used ever - too few routes leading that way.
Nightmarjoo
lol Nasty every player will use the bottom half, that's where the gas is. The nat is gasless. I really like the map, but it seems tight and awkward in places. I would suggest making those bridges double size or so, and erasing the rivers near the ramps and filling them in with dirt to make it less tight.
ProTosS4EveR
Nice design and PLEASE CHANGE THE PIC IT KILLS MY EYES Dx
flothefreak
i like the fresh concept and i really think it works out, and will make fun. great style. the short distances make for cool rushes, and i think zerg doesnt even need a hatch to protect the ramp.
iV-ViRaL
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