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Last update for (2)Lost Highway : 2009, 08, 01 12:33
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3785 (2)Lost Highway otherlevelzx0.1finalground

The map has been rated 55 times and got a total of 5 points

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Comments:   GMCS (0 elements)

OK, here is my first upload.

The map concept is quite simple, as you can see. Expansions at 3, 5, 9 and 11 o'clock have 1000 minerals per crystal. Double-gases are depleted, while those at 3 and 9 are only 500 each, so they all won't provide full 3-gas supply.

Mineral chunks at backdoors are set to 16, while those at natural chokes are set to 8.

All high-ground paths are unbuildable except these small hills over 3 and 8 o'clock.

All bridges are unbuildable as well. I've added small doodads at optimal Tier locations at some expansions, just as it was did on (4)Outsider pro- map.

Comments are highly appreciated.
Very linish, which is a bad thing
The map isn't the prettiest thing to look at, but it's pretty functional. Maybe something like this would look better with space tileset.

The middle seems a little too open and empty, but the higher elevation around it may make up for that.

Although it's nothing new, I do like the big ramps. I don't like the squareness of the water and the symmetry of doodads. You should try to give this map a more natural feel with the dirt and water, but the structure looks great.

One thing you may want to think about is the fact that the structure looks more random and natural than the dirt and water. That comment is entirely neutral.
Yeah, thanks larjarse. Actually, the concept was to make some asphalt highways (as title says) that were supposed to be linish... And space has no asphalt at all :P

But yeah, there are some things I probably should fix. Should I rearrange top and bottom lane to get more centre room for tricky ramps? Or do someting with expos?

I'd also welcome racial-imbalance comments. Right now I guess Z>T>P, but I'm not sure of this.
I think the map is playable but the distance from nat-to-nat is a bit to short.

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