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Last update for (4)LATEOTT : 2009, 06, 30 23:36
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3713 (4)LATEOTT 96*96lMPERVlOUS0.1betaground

The map has been rated 47 times and got a total of 5 points
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Comments:   GMCS (0 elements)


lMPERVlOUS
Okay, a 4 player 96X96 map.

Mains have 2 patches with 2500, 2 patches with 2000, 2 patches with 1500, and 1 patch with 1000. Vespene geysers require 4 workers for maximum efficiency, and their mining rates when there is 1, 2, or 3 are very even. The mineral formations mine very close to evenly for the early game. I have not tested for extended periods of time yet.

Naturals have 2 Vulture Spider Mines blocking the formation of the CC/Nex/Hatch.

With the distance, a 12 hatch will be late, unless the player does not scout with the initial overlord. Cannon-first Forge-FE works okay. Terran can float and get an acad/comsat or put up a turret to see the mines. Any way you cut it, an expansion will be late.

Nats have 3 patches with 1000, 2 patches with 1500, and 2 patches with 2000. As with the mains, the nats have even mining rates and require 4 workers on vespene for maximum efficiency.

The min-onlies are 1000 per patch.

There is very little buildable space outside of the natural and mains. Each nat has a backdoor to it, which can be blocked.

Each main can be blocked with a single depot and rax, creating a ling-tight wall where the marines spawn inside.

The idea of this map is to create a micro-oriented map, where a macro-game would be possible 1v1. There is a lot of room for flanking, and there are a few tight corridors that can be exploited.

It's not pretty - I'll try to do something about that later. Any thoughts on it so far?
coV
It looks okay but teal and blue got gas issue, mains should only have gas that are to the left or to the top.

The distance is really short from teal to blue or from red to purple and I understand 'cause it is a 96 map.

As for balance goes purple and blue have more wide space around their natural while red and teal are very tight which will cause path issue.

Oh and use inverted ramps because I think it'll save you some space.
modified by coV
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