|Mains are a high ground dirt/outpost blend. Ramps are outpost ramp and bridge tile blend. I used the ice mud ramps on this site for the corner bases. The center allows a worker-sized unit through, vultures and bigger cannot get through. |
Warp Gate HP = 700
Xel'Naga Temple HP = 5000
Both can be killed for more passage for units, the map starts really tight.
No pathing issue if you select opponents base with scout, the worker will go through the middle right away.
modified by ludamad
|IMO mains are too small (or maybe not...), middle is ubertight and natural will make pathing problems.|
T>P ez (without Carriers).
|Units exiting the main will go right through the worker line in the nat, the mains are tankable and that narrow passage in the center plus the neutrals will just mess up things. I think the negative of the energy spent on remembering the possible ways in which pathing can be messed up while making decisions in the heat of the game far exceeds what the map gains from having these features.|
|remove the water and the tree in main, its already small main...|
|Alright, removed the neutral buildings, water and tree, and revamped the natural and center.|
|middle needs to be easier to pass, terran > protoss atm|
|yeah, remove some walls in the middle;o |
modified by LML
|Walls in the middle are the only problem. It impedes advances in large numbers. Goons and tanks get blocked sometimes.|
Also, the map looks a bit too... blocky. Everything is square, even the ice and the water. This might've been intended in the design, but it makes it look weird, imo.
|lol thats not better, just make mid open man :P|
|Wouldn't the distance be too short then? |
Edit: Alright, center is clear of funny business.
modified by ludamad
|yes it would dont listren to fated he is stupid :DD. i agree with rye the terrain is pretty slacky and looks unnatural |
6 minerals at 6 o clock expoes please
nice bridges lol :D
modified by MorroW