|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
|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|
|Oh come on, you can do better then that.|
Units from main to main will be stuck in the eco line of the nat.
|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.
|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
|nits will stack in the nat when moving from main to center|
|id love this map so much more on 128x96 :)|
|You make it then Star :P|