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Back to "final" maps.   Show all maps.
Last update for (2)Arid : 2006, 03, 21 18:11
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
250 (2)Arid 128*128trcc1.7final

The map has been rated 60 times and got a total of 99 points
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Comments:   GMCS (1 elements)


trcc
Hi, It is a fresh map that i intended to enter in the contest but.. i dunno if it's good and worth it.. instead of putting like (2)The Barrens etc


The islands are bizzar, the minerals are surrounded by ancient terran tanks or vultures (doodads), but it gives you the possibility to hit the miners. I don't know about middle is it's too thing. If so maybe i could remove some water(tar) :)
panschk
The looks of the map are very nice, as always with trcc. It seems to me, that although the map is 128*128 and there are expos everywhere, all the action will take place in the middle part. Also, it's missing an other easy expansions apart from the natural for pvz or tvp, although that is the case on some other maps, too, the PvZ balancing might be not very good. Maybe you should move the cliff back, so that a cliffdrop with tanks is still dangerous, but one with lurkers is not (helping pvz, although cliff canons would not work anymore, too).

It is a promising map, but I hope we get to play some testgames before you have to decide on which map you chose.
Listoric
Nice map, i really had to think about what i saw. There are a lot of cool tactical options. The Nat is placed normal, all others are placed on interesting positions. As pansck said, it's not easy to expand later, that may be good for gameplay, or may not. I like it.
panschk
trcc, you should really put something in the discription of your maps though. "Destroy all enemy builings" does not look good. Your name, email, maybe a link to broodwarmaps.net or a cool little poem, quote etc.
trcc
Ok here some things i did: I changed the bottom main gas to it's left.. I also moved the mineral of natural a bit so lurkers can't hit the workers. There is several mineral only on the map because i put less ressources on each expands.. Nat =6 2 min only 5 min, island 6 too so, the key is to expand but some peole says there's no easy defendable expands like you said earlier panschk and listoric. I changed the placement of mineral only at 3 and 9. Made some minor other things too like removed///added doodads. I tryed the doodad wall at the islands and it should work well. I think so :)
trcc
By the way, really nice and fun replay man! The zerg could have win this is he had used lurkers way before so harass you etc :) great game
Listoric
I really like this map, especially after watching the replay. It IS hard to expand after you`ve taken your natrual, but that makes the gameplay interesting. Absolutely my favourite map so far!
panschk
Well gang did not know the map at all. He didn't even take a look at the preview, so he had to search for expos a lot. And he owned me twice after the game. But I dont have replays :o
trcc
Ah ok:P any other comments about the map from gang or you ?
Replays


--panschk[FP] vs xOr.GaNg[FP](1on1, 1.13)

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