|10 points for the one, who knows from what map is this a pimpage :) |
notice the feature behind nat. there are four 2x2 buildable squares, so you can do cannon rush but not bunker rush. And you can build turrets there for mutas.
modified by RaDiX
|(ps. I suck in twisted maps)|
|it got a cool epic overlook at map :)|
blues main minerals feels akward, u should put them vertical like teal imo
|the path from the nat to the middle of the map is too long for my taste,and not wide enough for z&p;also you used far too much surface for the islands which generate in the end a much too small and boring middle.designwise it's interesting - but the flaws remain.the good thing is - it isn't so hard to fix them|
|reunited and it feels so goooooood|
reunited cuz we understoooooood
|is the middle too tight? Not imo, but if you think so I will make it wider.|
|giving me azalea feeling|
|yeah, bigger middle would be cool.|
Also u can drop easy tanks behind reds' mins only? while you cannot do so behind blues, and hardly behind teals/purps (maybe on those bridge parts).
The islands also have too much space to drop units on, the islands themselves are pretty much too vulnerable, Z can easily pwn P on them since they already got enough ovis to drop, anyways and the unloading units are save, or not too much under atk (or P needs to waste alot on cannons..).
|ohh i got it! i got it! the answer is (4)Darkest jungle!!! 10 points for meee!! :D|
|Bad mains, bad nats, fairly linear pathing/tight middle, islands are imo too big, decoration sucks.|
Seems a 3rax > zerg any day?
|Most of this custom terrain looky like random copy-pasta. And I doubt it's only because I know my way around in custom terrain. Please, if you use custom terrain for deco, use halfway decent stuff.|
You will need a TON of sunkens to get that nat defended in zvt...