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Last update for (2)Triceratops : 2009, 08, 15 01:38
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|2271|| (2)Triceratops|| 128*128||AikoBlue||0.3||final|
The map has been rated 50 times and got a total of 15 points
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|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
|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.|
|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.|
|Nice design and PLEASE CHANGE THE PIC IT KILLS MY EYES Dx|
|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.|
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