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Last update for (2)Spindrift : 2007, 11, 26 17:10
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2641 (2)Spindrift 96*96Nureru0.2betaground

The map has been rated 45 times and got a total of 11 points


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Comments:   GMCS (0 elements)

Geysers at double gas expo are set to 2k each.

Map has been played a couple times, but none of them serious in the least, so consider it untested. Advice on improving it would be great, because I'd hate to waste such a cool name on a sucky map.
modified by Nureru
Main problem with this map, the wa I see it, is that terran will have a really easy time pushing from one high ground zone to another. Terran will be able to push out from their high ground natural, over to their high ground mineral only, on to the center high ground zone, and from there go to their opponents high ground mineral only. This primarily applies to TvP but also vs Z this could prove to be a problem if the terran goes tank heavy.
modified by Beater
Maybe, but this is 96*96 two player map so goons or lings will be faster on terrans main than ussual so he will be slowed down (building bunker / loosing scv, making more marines in tvp, etc.).
The ramps are just ugly. Theres nothing you can do really. I'd say just avoid the ramp idea. You're going for huge open space in the middle anyways so just let it be open. Or maybe just try a different terrain.

Why can't blizzard make a one time patch that adds inverted ramps for each tileset. That would make maps like this a bit nicer.
remake in twilight or something, these ramps are below all critique. sorry
i dont like the ramps, they look nooby
I'm sorry, but it's really hard to make low platform inverted ramps. They function just fine, despite their appearance.
I like the map. I think it's really silly for you guys to criticize the ramps and not comment on the map itself.

The one thing I don't like about the map is that small hole behind the nat, it's easy to abuse and hard to defend against. Also, it looks hard to defend well vs muta harass at the nat, perhaps fill-in that hole and add some space for more defensive purposes?

Outside of that, I like the map, I think its concept is great. The ramps might be ugly, but so what.
I don't think Beater's concern of tanks being too strong is valid because of how open the middle is, but there might not be that much space there, given that the map is 96x96. Testing will show.
I once tried to do those reverted ramps, aswell, but didn't get it right:/ even so yours don't look too good, they are ways better than mine were. GJ in that point;o

well, and there are some tankspots around the mains, dno if you wanted those or not. If not, remove them with some harder terrain work, or with doodads? ;o
i got nothing special to say about the map, just the ramps :P
the map is all fine
LML, I went through and I think I got rid of all the tankspots. If I missed any, please point them out to me so I can deal with that. Silly things like that are obnoxious.

Nightmarjoo, I took your advice and filled in the hole. I didn't even notice it when I was making the map, which is a pretty silly thing on my part. I scooted the resources in the nat so there isn't just a great big crevice behind them that's difficult to get to. There's still a bit of a crevice that might be obnoxious in a drop or something but it leaves room to build turrets or cannons or something to dissuade mutas.
I am not 100% sure if you can drop tanks at this long line on top of blue's main;/
I couldn't find a spot to place one in SCMDraft, but if I missed it please alert me.
I scooted the naturals back some, because they were tankable pretty heavily before. I've been receiving mixed signals from the people I normally playtest with on the balance of the min only platforms. One guy says they're terrible and P can't do anything on this map to prevent a tank push. Other guy says they're fine and the map is perfect with them. No one else is giving me an opinion, so if someone could playtest it or help me playtest it pvt or something that would be great.
modified by Nureru

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