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Last update for (2)Red Planet : 2008, 01, 11 22:20
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2706 (2)Red Planet 96*96SynDroMe0.3betaground

The map has been rated 57 times and got a total of 17 points


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Comments:   GMCS (2 elements)

first map I upload in like 10 months, so i got a bit rusty at map making. Anyway, trying to get the rust off, i made this map. I havnt tested it out yet.

please point out any issues, i know there are some.
I love ya for making a good and playable 96x96 map. So i'm not the only one with this size <3
I'll GMCS, were i would place a path.
changed the main's entrance, and added 2 extra ramps to the middle of the map, i dont know if il add those ramps yet Ptar.
Maybe if terran take that middle mountain he can too easy shoot main. I mean if you come with some units to destroy then tanks shoot about 4 time before you can attack. I know iccup map Katrina. So you have the same name. :/
Isn't there already some map named Katrina? Not necessarily on this page, but I think I recently saw a public game on a map called Katrina...
Katrina is Pro League map.
modified by Prezes83
oh really, lol. i will change it
Named changed o Red Planet. It follows up the 'Blue Planet' map i made long ago.
modified by SynDrome
only 7 mineral fields in main and also at nat.......
modified by SynDrome
he means lost temple got 8 in main and 7 in nat.
longinus got 10 in main and 7 in nat.
the hunters got 10 in main and 6 in nat.

the map should have 8 in main at least^^

the mains look pretty bad but rest is very nice i think
already made a version with 8 mins in main, shoud upload soon ^^
Low ground main & nat connected by a ramp to a central high ground is normally considered to be P>T. Maybe the 7 minerals in the main will slow down toss a bit but that may favor zerg. However, zerg may have some problems defending the main & nat as the nat is a bit far away from the ramp leaving a "corridor" for enemy troops to run into the main ignoring any sunkens in the nat.

You don't have a map name or a description in your map description box.
Nightmarjoo it's low main high nat, especially with the larger ramp as a choke it should be fine on this map -.-

I don't like how spatious everything past the nat is.

The main base layout is kind of poorly made imo, with how the sl and the formation is placed in relation to the exit and aerial pathing (for drops and harass). I would move blue up to atleast be level with the exit, if not above it, and then red down the same distance.

The lack of tight chokes past the nat along with the retarded proportions and sizes hurt the map and make the expo layout awkward.

Overall the map doesn't have that great balance, is awkward and proportionally wrong with things in weird places, etc.

As for the coming "JUST GOT BACK TO MAPPING AFTER A FOREVER-LONG BREAK", more excuse plz.
lol he just tries to cheer me up.
modified by SynDrome

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