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Last update for (4)Destiny 2.0 : 2018, 02, 06 07:07
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3484 (4)Destiny 2.0 128*128jamssi0.6betaground

The map has been rated 65 times and got a total of 37 points

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Comments:   GMCS (2 elements)

I wanna make a "reversed" map, where natural is on high dirt. Any helpful ideas?
Also you can commment freely :)
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NastyMarine's (4)Lexington + Flothefreak's (4)Thunderbolt. I actually like the map, but won't comment much since I know you'll ignore everything. The nats suck though.
Ignore everything? How you know? You should comment what you think he could do better.
I edited nats.
No you didn't. They are still tankable. -_-
I love the map but it could be pvt nightmare
To terran or protoss?
pvt nightmare means thay the protoss will have problems, for example a wide choke is bad for zvt (but it's good for tvz)
Byzantinium clone. :) !
Siabbo why should I comment what I think he could do better? I try that on all of his maps and he ignores everything I say, so I'm done wasting my breath. Why don't you comment what you think he should do better instead of telling me to?
I made some decoration, I think it look cool now :)
Can I make it a brighter picture?
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Map is eyecandy. :) And works pretty well. I'm sure I'm gonna play this.
Thx for the pic :)
the nats still need editing though, and the mains are not positionally balanced, and many things need tested ._.
Naturals look reeeallly weird but they actually work pretty well in game. Like in protoss' FE or zerg's.
siabbo stole what i was going to say beiyanzime how ever you spell it i was going to say that. >.<
What? :D
Byzantinium clone. :) !
You stole what i was giong to say
i like the map. it's not hard to see he invest alot of work in it.

keep it up the good work!
I really really like this map. It's a hard concept to implement, and I'm always impressed with a good rotational. apart from a few tiny positional blemishes, I think he did a very good job on this.
My experience with the nats was that they suck.

pvz, it was possible to create a decent wall, but then there was no room for rallies for units (within the nat) and it was really easy for ranged units to attack it.

zvt, Robert had trouble placing sunks without walling himself in.

The nats are too shallow/tight/small overall apparently; atleast the top right/bottom left ones are, I dunno about the other two nats, but I assume it's worth you looking into.

I didn't get to test the ovy spots, but I don't think they'll work well since units will have vision of them from the nat and area outside of the nat. Thus, ovys will have to remain farther from the nat itself than usual, making them nearly useless.

The mains are weird, there's not a lot of room for depot placement. The mains aren't terrible, they're useable, but they're certainly awkward.

Robert said he really liked the lowground 3rd gas bases though.

So overall the map does seems solid (I'm not going to address balance theory crafting), but the nats need work. Optimally to best fix the mains and nats you'd have to remake the map probably in order to effectively reduce the size of the middle allowing more room for the mains and nats, but since that's a lot of work I think a temporary solution would be to just adjust the nats as best you can to make them more functional, and then I can post motm.
Hello people, I am back from a little break. I decided to continue editing this map. So I think this time naturals are bit better? Also 11 and 5 spwans have more room.
Wellcome back jamssi!!

I think the natural's choke is too huge.. except that everything on this map is awesome.. and i don't think it needs more changes :D
I like this map, If you can improve it definitely do so.

I would fix the nat chokes, up date the inverted ramps, and add a nice overlord spot (Map doesn't have one :( t>z p>z )

But cool map all in all
Minerals is very ugly and nat is very hard to defend. Only things i can think of that needs improving :D

Welcome back aswell, glad to have you back.
lol i wonder what nightmarjoo is going to think
lol I dunno, what did I say was wrong with the map before? If he fixed those things, great!

Maybe a jamssi return is exactly what we need for LCSZ&TKMOTFN 1 !
Main complaints here seem to have to do with the nats. I made changes to nats/expo layout, wanted to see what you guys think.
Again, I think overlord spots next to the nats would be nice (where the clutter is)
modified by JungleTerrain


--SiaBBo vs jamssi(1on1, 1.15)
--Kah.002 vs lukewarm(1on1, 1.16)
--Kah.002 vs lukewarm(1on1, 1.16)
--Kah.002 vs lukewarm(1on1, 1.16)

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