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Last update for (2)The Seas of Oblivion : 2007, 10, 21 02:21
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|2546|| (2)The Seas of Oblivion|| 128*128||Nureru||5.0||beta||ground|
The map has been rated 1 times and got a total of 5 points
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|Mineral blocks are set to 16. Map is subject to lots of change if it's as tank friendly as I think it's going to be. Currently untested, all advice is welcome.|
|Very interesting and natural sort of layout but i dont think it works. It just looks sort of odd to me.|
|dunno how TvP will play, the way it is, looks like terran nightmare start. But it has a lovely natural look indeed.|
|Imo there are way too many chokes; after terran gets out of his main, he can easily grab one expansion after the other|
|Which chokes do you think would do well to be removed?|
|Very original concept. I do see a problem though, any units produced in structures in the starting location going to a rally point set near the ramps of the gas nat leading to the center or back ramp (or the center of the map) will go through the worker line in the gas nat. Move the mineral line + geyser to a place in the plateau where this wont happen. You may have to move the ramp (the one not blocked by minerals) leading to the gas nat in the direction of the center.|
The deco leaves much to be desired, you could easily place hundreds of doodads. Some of the edges are "squareish" try to "round" them up a little. Your snow-dirt blends at some of the edges are ugly. If you want to prevent units from going through those passages use illegal doodads instead (in scmdraft2).
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