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Last update for (2)Dreadfields : 2007, 09, 26 20:35
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2531 (2)Dreadfields 128*128Excalibur0.3beta

The map has been rated 49 times and got a total of 15 points

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Comments:   GMCS (0 elements)

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

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