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Last update for (2)Yaxchilan : 2009, 07, 01 11:23
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3519 (2)Yaxchilan 128*96ProTosS4EveR0.7experimentalground

The map has been rated 69 times and got a total of 50 points


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Comments:   GMCS (0 elements)

Here is my idea for neobowman's stacked mineral fields
main hasn't any stacked minerals
nat has 2 stacked minerals
the gas expo near nat has 3 stacked minerals and gas 2500 ressources inside
the two gas expos in the middle have 4 stacked minerals
min only has 3 stacked minerals
island has 2 stacked minerals
modified by ProTosS4EveR
Maya, aztec or inka? :p
maya this time :)
inca city names suck imo
modified by ProTosS4EveR
i'll probably change the 3stacked minerals minonlies to a normal one since it's not used in mid game

then the ressource gathering will be normal
modified by ProTosS4EveR
updated the map
min onlies are now normal (1500*1)

moved main mineral line as i want them to be vertical (may be tankable or w/e, didn't test yet)
and i placed doodads

added some replays
me vs sky show that carriers are not very good on this map (plain middle)
5th replay is not a ZvT but a ZvP

i can't use the feature of the map very well coz i'm not as fast to use all the money gathered from stacked minerals :(

i would be pleased if some better players than me test this map (LML vs Morrow? :) )
modified by ProTosS4EveR
Is the map so much experimental that nobody wants to give some thoughts about the map?
I like it but i can't say anything about balanced. I would like to see more of these maps where one main is on 96 side and the other on 128 side, it makes the map unique
modified by trcc
far to open.pz > t

also mains to huge..
modified by Grief_Stricken
trcc: its the nicest symetry and also the hardest. It looks like you can put more things in the map with this symetry.

grief: rofl, i was afraid that mains are not big enough.
Should i make some structure in the middle?
"i was afraid that mains are not big enough" - come again?? they take more then 1/4 of the entire surface

"Should i make some structure in the middle?" ...or something else to tighten it.for my taste u have also too much gas..

"i would be pleased if some better players than me test this map" oh, i can arrange that;when i have the feeling the map is good enough for
modified by Grief_Stricken
wow i had never seen this map!
yes, the mains are too big, is is it a double sized main? :D

lefthand expo can have gass with no problem, but the 3rd gas is too close, 10:00 and 12:00 3rd gas.

what about makig those expos just minonly expos?
i was already thinking about removing gas at this expo
i reduced the main size too
What I like the most on your map is the inclined axial symmetry, which is rarely used (only examples that spontaneously come to my mind are Gaia, Paranoid Android and Python) because it is really difficult to get worked out right.

However, it is not only your map's best merrit but also its worst problem as it is done at the moment, creating significant differences in air and ground distances to analogous expansions for both players.

The core of the problem is that your map has differing x and y dimensions. Using a diagonal symmetry axis on such a map means that you can only get a genuine axial symmetry by wasting almost 1/4 of the map space (so you would effectively have an arae of the same size as a 96 map to use). Since you obviously do not want that to happen you have to accept a compromise and break the symmetry by rearranging elements in a way that makes optimal use of the available map space while still keeping tactical parameters, such as distances, as ballanced as possible.

If you have not gotten my point and cannot stand all this theory - I will try to point out what might practically be derived from all this:
- Move both the NW minonlys and the NW corner expo a bit clockwise along the edges.
- Move the middle expo into SW direction.
- Adjust main shapes accordingly, they do not need to look the same, better try to achieve a genuine symmetry here.
- The island expo does not need to be chaged, I guess, for it is an island and thus differences in distance do not matter that much.

If you need some inspiration, take a look at Gaia. It is a square map of course, but the non diagonal inclined symmetry axes result in the same problems as a non square map.

Besides, I would like to see some high ground beyond the mains. I like hilly maps :P.
Maybe make the minonlies high ground expos and some sort of ridge in the middle.

I do not like the SE region. It is just a lot of unused space. I would remove the minonlies (having four of them is not realy desirable) and add some sort of gas expos there and make sure the whole space is used adequately, for example by making those expos high ground, cliffable from low ground and with two ramps, one adjacent to the main and the other one alongside the island (just a rough guess at what I would try...)
modified by Freakling
has (2)Marja lay out just at different angle

--P4E vs Real.CoasT-(1on1, 1.15)
--P4E vs Real.CoasT-(1on1, 1.15)
--P4E vs Real.CoasT-(1on1, 1.15)
--P4E vs Real.skY(1on1, 1.15)
--P4E vs Real.CoasT-(1on1, 1.15)
--P4E vs Real.CoasT-(1on1, 1.15)

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