You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
|I tried something new.
|you better didnt -.-
very long main2main distance, no flankroom in the middle, gas missing at upright corner, highground at nat makes all kind of contains imbalanced and impossible to break, by getting your first minonly you control a total of _4_ expo, generally crappy expo placement
bad map sry :o
|Due to the long main2main distance, contains will be ahrd to put up, though, because you should be able to get ahold of your highground. Then you grab your 2nd expansion and the game turns into pure mass.
|I added new ramp.
I added mineral block to corner's ramps. They are 56. And there are those blocks so terran cant float cc there. They are 0.
And I added that gas. ;/
And removed unbuildable doodads. ^_^
Should i delete expos at 3 and 9?
modified by SiaBBo
|seems to have a boring game play
seems to be t>p
jamssis gmc about ramp add is a good idea :)
|Well, have to test it.
|And what shit is that? Some idiot rated 4 times 0 and added 34 gmcs. -_- Hell yeah.
|SiaBBo remove those GMCS :S
|well the gmcs do make a poiint, u should really do sth about this
also the rating ^^
modified by MorroW
|lol I reset gmcs.
The map looks fine to me, the middle is a bit tight, and 3/9 have too much room (better allocated to the middle itself, hitting two birds with one rock). You could work on the corner expos, right now they're really easy to take and impossible to attack. I reccomend moving them a bit, changing their shape, and either making it larger for drops or adding a second path, or both.
The mains also are pretty big, and main2nat distances are a bit long imo.
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