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Last update for (2)Ifrit Soul : 2008, 01, 19 07:10
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2770 (2)Ifrit Soul 128*128SiaBBo0.3betaground

The map has been rated 51 times and got a total of 17 points
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Comments:   GMCS (0 elements)


SiaBBo
Ok, I tried again to make Ash map. Maybe terran can handle center better than others, but I think it is balanced. (I hope.) But zerg have to think where gonna exp. Cuz you can pick some minerals or many minerals and gas but it is hard to def. Comments plz.
modified by SiaBBo
FateD
hmm the problem is that there is only 1 really usable path to reach the enemy, nobody will ever bother passing his whole army throught that ramp... making T pretty much invincible since they can hold mid, (which is kinda tight too) and expo all over :O

btw, the nat setup takes wayyy too much space :P just put nat bside ramp or something :p
modified by FateD
NastyMarine
this map is too linear. The main passage divides the map way too much for any type of standard play.

The problem is that there is lots of useless space. Reshaping your passage layout will help you here. Sometimes changing your layout in a 2nd chance map helps your decoration execution too imo. try it out
modified by NastyMarine
uC.MorroW
move in the nat and cliffs so u can get a bigger middle

this map looks good to be ash^^
spinesheath
If the middle is tighter than gaia, it is too tight.
SiaBBo
Now bigger middle, and big ramp on the spawn. It is maybe ultra stupid, but if you don't wanna open it then don't. LoL. Block is 40. Please comment.
FateD
lol, open it or not, it still creates a huge pathing issue :p
SiaBBo
What I should do? x_x Make new path somewhere? ^_^
modified by SiaBBo
FateD
no no, i think u just need to resize the nat, take that new ramp out, and make something even more open with mid, with perhaps 2 min only placed in mid
Lancet
Yeah, the ramp with the minerals may create a pathing issue, get rid of it or test the map against the comp to make sure pathing is OK. Make your creep show in the map by overlaying a unit creep colony over the sprite creep colony and saving the picture (but not the map). However, I am not sure your neutral creeps are going to work so well in defending access to the zerg base as they are far away and in quite a wide open area. I would narrow the chokes where the creeps are a bit and bring at least the inner one closer to the nat & base entrance.

Will you enter this for the ash map competition?
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