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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 2273 | (4)Sandstorm_1.2 | 128*128 | Narcisse_ | 0.4 | final | | The map has been rated 49 times and got a total of 19 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Narcisse_ | | | uh, mistake of tileset. modified by Narcisse_ | ptar | | | And a mistake by the author :/ modified by ptar | flothefreak | | | bad pathing, and no idea if the concept works out even to a certain extend. but cool idea nevertheless. | Nightmarjoo | | | I fixed author/tileset
I've seen a lot of your maps on mapdori^^
Nice to see famat maps on bwm :)
I like the map, pathing will be weird since you'll have to send your scout to the middle then to the other mains, and then repeat when you leave too.
gas issue -_- I think you could place all the geysers on top with no problem...
The concept is unusual, but I think it will work. My only concern is that it looks like tanks can shoot over those mineral walls and hit miners or even more of the other expos.
Also, the nats below the northern mains have awkwardly positioned ramps, perhaps use inverted ramps for them? | Nightmarjoo | | | After having played the map, I am confident zerg cannot win on this map with decent players. t/p can fast expo no problem, but zerg has to 3hatch, ie no fast expo, or rather, a slower fast expo. Zerg can't defend from behind very well, making nat defense very hard if not impossible. Pathing is of course bad thanks to the mineral walls. Didn't get a chance to test tank range over the mineral walls. The other issues I mentioned earlier still apply. You should consider balance more rather than concept/looks when you make maps =/ | NastyMarine | | | joel im sure Zerg can win. Just have to play differently. | Nightmarjoo | | | 4pool won't even work lol |
| Replays
--Nightmarjoo[BA] vs BWMN)Mayhem((1on1, 1.15) --Nightmarjoo[BA] vs BWMN)Mayhem((1on1, 1.15)
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