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Last update for (2)Clutch .92 : 2008, 11, 27 19:54
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3354 (2)Clutch .92 128*128Excalibur0.1experimentalground

The map has been rated 38 times and got a total of 5 points

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Comments:   GMCS (0 elements)

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Yei, no FE.
yoo destination ramps (rock) xD
Very very very weird but kind of interesting at the same time. I wouldn't ever play it if I could choose to play another map, but conceptually it's still kind of neat lol.
Update. ;O
Redid the center, made it so only small units can pass using doodads.
Re-did the island borders, took out Xel Nagas, and threw in some crystal formations to close up the sides.
Took out the little high ground pieces and put in one piece of water.
modified by Excalibur
bad mineral formations at nat

rotate main formations

very much wasted space

interesting (but just alittle)
Nat has to be like that because of the back harass-door design. Did my best with it. Not gonna update just to rotate main mins. ;O
Now this is baaaaaaaaaaaaaaaaaaaaaaaaaaaaad, and boring + hard gameplay.
lol, now this comment will be weird.. just like the map i spose

Okay, map in itself, when i take a quick look to it, looks simply bad. Expo layout isnt that bad, but the fact that most expos r rangable from behind kinda messes up any normal gameplay.
With that, deco isnt worked at all... but meh, i guess that could just be fixed.

Alright, now if we look a lil longer:
This expo layout actualy turns ur map into a darn original and interesting one. The nat/gas expo thing had been done bfore, differantly, but it still seems to have a new touch to it, which i like..
Only concern about that, would be pathing maybe for workers to switch from one to another, but i didnt play it, so idk
Other than that, with just how unconventional the map is, and just how safer it is to do so, i think islands will really matter way more than in any normal game... It's odd, but it feels as if you shouldnt go ground on this, even if the whole map is quite open n most expos reachable by ground...

anyway, I aint pro at mapping, but i think you should make that expo connected to nat a lil safer, with a smaller ramp to it, and not tankable or w-e from the islands.
other than that, i wouldnt leave a middle path between the 2 middle expos, not connecting em, but just blocking that somewhat.. if you get what i mean.

bleh, map seems quite exceptionnal to me, but, somewhat again, idk how the fuck id play it XD


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