| Back to "final" maps. Show all maps. Last update for (2)Choke Point 1.1 : 2009, 06, 15 05:20
| mapID | Mapname (comments) | map size | Author | Rating | Type | play type | | 3678 | (2)Choke Point 1.1 | other | Winpark | 2.3 | final | ground | The map has been rated 24 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
| Zerilous | | | Hmm...Interesting, I assume that decor and doodads are soon to come?
I don't understand why there is less money at the nat than anywhere else. Also, I feel like the 12 O'Clock and 6 O'Clock is a waste of space, perhaps you could put a mineral only expo there?
I am not too sure about the second entrance to the main, that will ruin most standard strategy. I recommend some type of neutral building or maybe a mineral block.
But now that I think about it, Which expo is the nat, the ones being blocked by assimulators, or the ones at the bottom right and top left? | | coV | | | The distance is way short IMO, feels like T can just push and overpower.
And too much gas, try making an expansion with just minerals only. modified by coV | | sTY_leZerG-eX | | | Map sucks because there are 2 entrances into main , which makes forge fast expand impossible , ling run by 2 easy ,or a hydra build, also 2hach mutas or lurkers will be to hard to pool of because of the dual entrance,they are to vulnerable to m&m and vultures.
Bad imbalanced map over all. modified by sTY_leZerG-eX | | coV | | | Good edits, but the distance is still too short, and maybe add more deco I'm presuming.
And there are a lot of free expo for each player, try removing some on top and bottom so you can make the distance bigger. modified by coV | | LasTCursE | | | | Zerg map ? o.O | | sWaGu | | | | i think isntead of mins u should put a neutral building. i doubt itll cause path issue |
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