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|This is somewhat of an remake of my previous map, "Nowhere" (har har). I wanted to make a cleaner map, but keep the basic concept. The map plays nicely as a fairly standard macro map, but if any race is at a disadvantage my hunch would be zerg.|
|I fear tanks.|
|Don't worry, there is help|
|LOL "There is help", i scroll up and it says "Phobia" LOL|
| Zerg will be at a disadvantage because they will have to make their (3rd) Hatchery next to the choke so that they can place sunkens. What i don't like is that the minonly outside your main is really close, but its tankble, you can storm, lurker, tank the minonly real easily.|
The middle looks really tight, imo. Remember that Zerg is really weak early game, so they need to hold a choke, you can still probably put some sunks up on the natural cliff, but with MnM, you can stim and just waltz in and wreak havoc inside.
modified by JungleTerrain
|Hey Jeb :) Nice to see youre still makin maps, check out my latest: http://www.panschk.de/mappage/comments.php?mapid=3181|
I would add more wide ramps to increase flankability and mobility on the middlesection... and i would add some walls at 12 and 6 caus it qould look cooler than the V shape i think... Cool map :)
|Hey djdobler, yeah I saw it =) You're not on MSN any longer? =(|
I realized this map sucks to be honest. I will have to make a new one. Why does it suck? It sucks because in TvP, if the players spawn horizontally to each other, the Terran mid-game push will be very hard to stop. I will need to make a map where the horizontal distance is more equal to the vertical distance, while still keeping the map non-linear. Phew, it's a challenge...
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