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Last update for (5)Terminal Sunset : 2009, 08, 15 11:14
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3760 (5)Terminal Sunset 128*128Nightmarjoo0.3betaground

The map has been rated 42 times and got a total of 12 points


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Comments:   GMCS (0 elements)

i like it :D
Uninspired by lt, but I won't deny the existance of similarities.
Oh, so every position is ling-tight wallable with depot depot rax in a certain formation, and I've prevented all other reasonable building wall-ins on the main choke with high ruins tiles. This includes the lowground main, but it also has a tighter choke meant for zlots to wall giving the position the ability to use regular builds.
Question: stacked 0-value mineral blocks on islands or no?
Map is not elligible for NMJ Random Map Comp #3 unless there are fewer than 3 maps submitted.
I dont like the main with the in-main nat. Cliffable main is not a reasonable trade for an inbase nat. Or at least I dont think so.

I'd like it if it was more focused on being interesting than balanced.
OJ=Huge resources
Excalibur how can it possibly be more focused on being balanced than on being balanced? What about the map makes you think I tried to address balance at all lol.
His main and nat are both cliffable and he has no gas expo. The nats of all other players are fairly tight so I don't know why you think having his nat in base is so powerful.

coV, orange has the fewest resources of of all players. He has no gas expo. He'd be forced to make heavy use of the islands and drop if it was an ffa with 5 players.
First view I like it.
But dang there are some heavy positional imbalance's
positional variety!
I said I'd rather it was more focused on being INTERESTING than being balanced. IE use more experimental features then just making everything cliffable and variations of the same positions.

Its just...Its trying to be a balanced unsymmetrical map, and I dont want to say that like its a bad thing, because it isnt, but I just would have no desire to play it because of how utterly boring it seems.

Edit: Example:
My map tries to have a concept in which each corner has a smalllll island only space for cc/nex/hatch, each main can tank a min only on it's border, and each natural has one normal entrance, a 0 min blocked stacked entrance, and the nats are cliffable but the cliff has a ramp that is 0 stacked min blocked and each of those ramps is coming out of that players 3rd gas expo.
modified by Excalibur
im ismust agree this map is sucks but what i know would nknow im drunk joelzerg
yeah excalibur I said balanced twice, second balanced is spose to be "interesting", the rest of my comment should've indicated that.

I don't see how the map is boring/uninteresting. It's not trying to be positionally balanced, it's trying to be playable. It's a more or less standard expo layout fitted to a unique asymmetrical map. The asymmetry adds a lot of positionally based variety to gameplay as well as more terrain-oriented strategy.
Dude oj base sucks ass wtf hes main and nat are tankable, stormable...

I think that's a bit + than just positional variety.
Not 2 mention hes is the only base on low ground ..............
wow im an idiot lmao
Bottom two bases may have gas problem.
I would definitely play Terran on this map. Liftoff = free bases.
Red base is just million miles away from all opponents.
lol added a funny 45 minute long 1v1.
Lol man white had it with his proxy cannons ^^ but yeah GG teal.
Added an ffa.

--SuN_ny vs Stirfriedfenix(1on1, 1.16)
--SuN_ny; SuN_Goat vs SuN_Valeo(1on1, 1.16)

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