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Last update for (2)Citronella : 2009, 07, 12 20:12
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3732 (2)Citronella 96*128TkTkVrooM0.3betaground

The map has been rated 40 times and got a total of 13 points
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Comments:   GMCS (0 elements)


tktkvroom
Wanted a differen't layout then something normal
so....
3 paths leading to main

1 being a bridge that leads to mainland that leads to other mains bridge, bridges blocked by 5 stacked xel'nalgas

2nd path leads to nat, the nat has a Nightmarjew path so scouting is faster. The outside minerals are 5 stacked 0 value the inside are 10 stacked with 0 value


3rd path leads to a min only blocked by 5stacked overminds

the power generators are each 3 stacked
modified by tktkvroom
sTY_leZerG-eX
Woa !
So many maps lately, I really like this 1 tho :)
Deco could be better tho.

good job tho.
tktkvroom
thanks :)
Trooper
its differant.really dont know what to say its one of those maps.
sTY_leZerG-eX
LOL Trooper only likes Python :)
Moebius
Easy 3 gas. Zerg will love you.
tktkvroom
zergs hate me >:)
coV
Lol Moebius...he's right take the second nat away and change it to a mineral only.

You'll be screwed once all those neutral buildings are down or one of them at least :P
sTY_leZerG-eX
Ya tktkvroom I think 3rd gas is a bit 2 easy, Id recommend u 2 make it min only, and the min only that is blocked by those buildings add a gas 2 it.
tktkvroom
yea good idead

im on it!
coV
And add some rocky ground so Terran's turrets won't all over the map.
tktkvroom
where in particular for rocky ground
coV
Around the ruins...just delete some grass around the ruins and put in the rocky ground.

And good job with the making wide ramps in the main, if it were a single it'll usually cause path problems when you are getting harassed from you main.
tktkvroom
got a pvz in, i was z

rallying my units to the nat was fine but when id want to send them across map it got anoyying
from that little bridge & ramp

so i made the ramp & bridge wider & put 3 stacked cacoons & 15 stacked 0 value minerals there to open up the path later

Also i put more rocky ground in the center for anti mass turrets
coV
Make the 'island' like expo less unbuildable so that they will most likely use their units to defend.
tktkvroom
added ruins to the "islands"
Nightmarjoo
OH GOD PATHING
tktkvroom
ugh
idk y the fuck the pic wont upload i keep uploading my updated pic but its showing up with the old one

w/e i made the lil bridges a lil wider & put the NMJ pathing there
inside nat is 20 stacked 0 value & outside is 10 stacked 0 value
tktkvroom
there pic works now
JungleTerrain
long main2nat, bad pathing, norush map, long distances.
Freakling
Slightly reminds me of Spinell Valley's very first version. I think the temple bridges wer removed for good reasons on that map and therfore should also be removed here.
tktkvroom
map is going through some changes
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