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Last update for (2)Uphill : 2005, 12, 11 20:58
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
264 (2)Uphill 128*96Panschk[FP]1.4final

The map has been rated 69 times and got a total of 95 points


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Comments:   GMCS (0 elements)

My concept of mapping is not really professional. I just start and at the end I do something completely different from what I had in mind at first. I think there are some interesting ideas in my map, but I really don't know if it is playable or balanced. I'm too tired to think right now;O
update: Gas at the top positions was fucked up. Shoule be better now. The pathfinding on this map is not very good, too. I think I will have to change something there.
Lol, im in love! tripple gasexpos in corner RAWR!
With 2 entrances to 1nat id say there should be 2nd hatch expo possibillity. as it is you need 3 hatch.
You need 2 hatch. Just wait a few secound for the zerg slime stuff to expand a bit, and you can put your sunks so that they cover the choke. Of course, one could still try to rush in past the sunkens, but you should be able to block the choke with some lings to prevent that.

btw yes, you can't build any CC/hatch/nexus next to the triple gas. You have to build it on the min only and mine long distance. The idea is that if you want that extra gas, you have to pay for it in minerals._.
The only problem is those big ass cliffs.. remove them and find a design to keep it more open, and then id be very satisfyed.
Hmmm, perhabs it is a bit too tight, but I'm not really sure. Lets playtest one day, pan.

I'm worried about the quite close 1st and 2nd exp. It seems like tanks with protection could take out a players entire midgame economy. The map's upper exps aren't accesible/defendable early on so there isn't really alternative expo options.

I don't see a problem with FE though. Would be easier than on a map like Rush Hour.
Im still not satisfyed. I say toast those cliffs and make better use of the area... some funny lowground stuff or w.e
Perhaps better i guess, but you still havnt fixed the pathing issue with that sollution?
I had no problem with the path finding after reducing the size of the cliff on the first update. The triple gas is rather useless unfortunatly, you just need too many workers to mine it T_T
Make a huge building on both sides surrounding the center instead? it would look marvelous with al those colors :)
You still need another gas expo imo. And I like the idea of long distance gas mining...
I updated it and made it more conventional.
Oh, so you finish this :) . Well done :) . I've made a little test about patchfinding, everything is ok. I don't have any suggestions.
loving it
Can't remember the old version, but this really looks good.

Similarities to RoV are obvious imo, and RoV is also a great map imo. I really really like it.
Maybe wider ramps/one big ramp would do good also. Not sre on that, also not about the look. ^^ wanna play this map actually...
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well, looks stupid :/ maybe you could add a 4th ramp with scmdraft, (if needed anyway). I alraed like it as it is.
The game vs NoTollerance, this is not, me i am with a friend of mine, and he played... I always wall :)
Btw can you re-arange a little the main minerals? At least one leak for scrabs.
hm maybe. Let's see what other posters say.
the protoss user says: YES :D
pathing was not too great in the game I had with LGI yesterday (which I lost T_T) I will have to open it a bit more imo.
i think the map needs neutral gas, see gmcs
i would make wide ramps out of those at the top
I did some changes, I don't want to switch to scmdraft though, that's why you won't see wider ramps :o
Yep... It shows the third ramp above the expand that i was dreaming for, againt you :). This will fix the problem for sure. We can try later :)


--LGI vs Mu3ePeH(1on1, 1.13)
--Mu3ePeH vs LGI(1on1, 1.13)
--LGI vs NoTollerance(1on1, 1.13)
--oG)zoxxer vs Alias.S.Agentti(1on1, 1.13)
--oG)zoxxer vs eye.Mireille(1on1, 1.13)

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