Excalibur | | |
Not much to say on this. Looks a little korean to me. =S
All mineral blocks are 16.
Setup a creep colony sprite for Z to help with the nat's design.
As for the meaning behind the Xelnaga's pocket:
Im not sure. I intended it a bit for T to choke that and a bit because maybe you could break into the nat and bypass some defenses. modified by Excalibur |
flothefreak | | |
i like the xel-naga thing. it is cool; but decrease it to a 1500 building. pathing through natural will SUCK so hard. it seems to me as you had tried to desperately copy those new "promaps". but i dont think you'll ever have the testing capacities to balance this out |
Alter.Ego | | |
Oh come on, you can do better then that.
Units from main to main will be stuck in the eco line of the nat.
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Excalibur | | |
I wasnt too ok with the nats, and i wasnt trying to copy. Its just how the map wound up being.
I might change the nat around but ive got a new idea that implements a concept like this and fixes a few problems. Not sure. |
FateD | | |
The top creep seems lower than the other, or is it the cliff there that isnt as long?.. but meh, I still wouldnt like this map without it...
To my eyes, its just another peak remake, with more cliffs :p lol
but even then, im sure a remake of peaks will be popular so gj :P modified by FateD |
Testbug | | |
nits will stack in the nat when moving from main to center |
Starparty | | |
id love this map so much more on 128x96 :) |
Excalibur | | |
You make it then Star :P |