|Haven't made any 4 player maps for a long time, and I haven't seen any rotational symmetry maps for awhile either. Simple, 4 players, and as always, looks better in game than on the JPEG :P|
|wow, looks rly a bit simple:D|
but on the 2nd view I saw the high jungle in the mains, some hidden 2gateproxy is good there:D or some hatch.. ;))
maybe we can play on this, just msg me: iCCup.LML @iCCUp, gNs.LML @USEast, nAi.LML @Europe
modified by LML
|More likely a quick expo for pussies :)|
|Tankability? Seems horrible, honestly. Especially for NW and SE.|
Move the mains closer to the map borders (you're wasting a lot of space with those cliffs).
modified by spinesheath
|You actually need those because the bottom 4 matrixes don't show up in game -.- (taken up by the control panel.|
|I tested, and the main CC is not tankable.|
|Now, that is a great idea! You have a thing for mineral lines don't you? LOL!|
I am concerned though at how close the starting location say in the SE main is to the mountains that lie just next to the entrance to the SW main. Maybe the starting location is not tankable but tanks placed close to the border of those mountains could support units dropped on the other side. It would then be hard to attack the dropped units with ground units.
That little square in the picture where you highlight the mineral line does not really make it clear at all. Just delete it, when people look at the large picture they will understandthe point.
modified by Lancet
|If I don't have the square, people won't be able to see the DT in the large picture -.-|
|Hmm maybe idk, but shouldnt a single scv (or probe or drone) be able to move the dt n just pass thru anyhow?|
|Errmmm... there are only a few tiles covered by the panel, and those are in the far bottom left and right. 4 tiles each side or so. You REALLY waste lots of space.|
I don't care if the CC is not tankable, but everything that is only a little closer to the wall IS tankable; leaving very litte main space, and allowing for very dangerous drops on couterclockwise matchups.
"Hmm maybe idk, but shouldnt a single scv (or probe or drone) be able to move the dt n just pass thru anyhow?"
Sort of the idea. I want pathing to be okay to the natural when you transfer peons, but I don't want to entrances to the main, at least not without a bit of trouble.
|"Errmmm... there are only a few tiles covered by the panel, and those are in the far bottom left and right. 4 tiles each side or so. You REALLY waste lots of space."|
Here, I'll make it water so you like it better. In game, it's really the whole bottom of the map. 2 or so tiles across the whole centre, 4 on each side, but even thought you can get units lower in the middle, they're still harder to select.
|Did you ever notice that in Staredit, you can't place units at some places? Well, ok, I think it's one row at the bottom and those 4 on each side, but certainly not 2 rows. That's exactly where the panel will be.|
"they're still harder to select."
If you say that because they are closer to the border: That's the case with all the borders. Now really, the amount of cliffs you had earlier was just ridiculous if it was only because of the panel...
|Necessary? Is it necessary I drink my own urine? NO! But it's sterile and I like the taste.|
|HAHAHAHAHA classic. What's that from again? I forget, lol :(|
|Dodge Ball :) The coach in the wheelchair says it when one of the players questions the necessity of throw wrenches at his students. If you can dodge a wrench, you can dodge a ball!|
|lol hahaha that movie was great.|
|Fixed a bug with bottom left's nat gas.|
I know I'm biased, but I actually liked playing this map :) It's just a solid, good looking map ^^ Not special in any game warping way, but it looks nice in replays.
|I like (4)Spirallianz more...|
|Hmm. 2 thumbs down|
|Care to explain why perfection? Whoever the fuck you are :)|
|*Fixed a bug in 4:30's natural which caused miners to get stuck when collecting gas.|
*Added a missing mineral patch to 7:30's natural (one mineral was owned by yellow).
modified by PsychoTemplar