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Last update for (4)Thin Skin v3.0 : 2008, 10, 04 10:59
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3222 (4)Thin Skin v3.0 128*128jamssi0.4betaground

The map has been rated 67 times and got a total of 24 points
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You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Comments:   GMCS (0 elements)


SiaBBo
Looks okay but maybe move minerals to other side so you can make sunkens without new hatch u know?
MorroW
things r tankable...
SiaBBo
Oh, yes, edit naturals with gasses. Move them so you cant shoot them with tanks.
Nightmarjoo
small mains, big nats, boring expo layout, big turtle-fest map.
SiaBBo
"Small mains, big nats." Have you ever played Hannibal?
modified by SiaBBo
jamssi
Updated.
MorroW
o o pick me siabbo pick meeee! i haaave i have played hannibal
3.mZ)Plague
Oh i play on hannibal i hate that map terrible for toss.
Nightmarjoo
I played hannibal in a 1v1 before lol.
jamssi
Lots of things have changed. Natural, exps and middle and decoration.

More replays coming.
modified by jamssi
LasTCursE
watched the first replay :) good game you two :D and the map s cool too :P good job :)
SiaBBo
This IS a good map.
modified by SiaBBo
MorroW
the middle is too tight

also 2gate proxi goon fe owns terran any day
jamssi
The middle isn't too tight. We tested it with SiaBBo.
MorroW
the middle is too tight
SiaBBo
Maybe me and jamssi test more pvt here.
jamssi
I made in middle sunken ground bir smaller. Also edit flagstones too.
jamssi
Big update. I moved too naturals bit downer. And edit the middle.
SiaBBo
I dont know if i like this. :B
SiaBBo
Blue's and purple's naturals are shitty.
modified by SiaBBo
MorroW
rotate blues and purples mineral formations to vertical. all new league maps use this because its much more comfortable and balanaced.

put 9 minerals in main and 5 at min-only.

behind the nats turret placement u need to be able to enter from both sides of the mineral formations.

dont use small mineral patches to make unwalkable, use custom terrain. this is for the looks but also for more comfortable play. (can cause workers to run after those patches when the 1,5k minerals are finnished. also can cause missclicks in attack move to them, also can stack mutalisks inproper)

behind blues nat there is walkable terrain where there isnt in other positions

good job i hope ull fix everything i mentioned. also nice update :)
Nightmarjoo
The mains/nats still suck -_-
SiaBBo
Mains aren't too small. -_-
jamssi
Update.
I edited those things what MorroW said.
jamssi
Update. Little things have changed.
SiaBBo
Like what?
illisid
I added a replay... The interesting bit is that you can hide an overlord right next to the entrance of the base for spying.
SiaBBo
Have to say: not progaming. :)
illisid
yeeaah i know that already. but ive been told any replays help so here ya go.
SiaBBo
jamssi this is ur best map.
Nightmarjoo
The mains look small and the nats are clearly gigantic, with the nat itself not really protecting the main at all, and I can see the extension of the nat is for protecting both, but it's annoying and I don't understand why you can't just use a normal nat. I don't see the concept here. Backdoor min onlys usually make for boring gameplay. 8 min nats don't really help the map. I'd say the map is t>p p>z t>z pretty easily, on top of having entirely uninteresting uninspiring dull expo oriented gameplay. You just, expo, then expo again, then expo again, and no one can stop you, and you can't stop your opponent, you just both expo and expo and expo until someone gets bored and attacks and loses.
SiaBBo
Well, if u think mains are small then why you think jamssi made natural so big?

And the mains are fine. I already tested them. You can make many factors and build all depots there. How big main do you want? Like 30 gateways? X_X
modified by SiaBBo
MorroW
the main nat size is fine, at least for terran...

remove the tank holes around minonly

remove 1 mineral chunk from middle expansion

push back the nat to middle ramps alittle. too clear rotical imbalance in tvz atm

the outside nat area but still inside the ramps, put unbuildable basilca instead of high flagstones for a less turtleish terran expansion
Nightmarjoo
"the outside nat area but still inside the ramps, put unbuildable basilca instead of high flagstones for a less turtleish terran expansion"
I think that area is intended for a hatchery/sunks since the nat itself doesn't completely cover the main choke.
MorroW
u dont need a hatchery there
u got the tight "bridge" in front of the nat to defend vs the rines
SiaBBo
It looks like promap. :b
Replays


--jamssi vs SiaBBo(1on1, 1.15)
--illisid vs BENJAMUS(1on1, 1.16)

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