neobowman | | |
I rushed the map slightly. Finished it while waiting for proleague finals Day 1. Forge FE is shown for both positions.
I'm thinking of adding a power generator to the backdoor ramp to stop a super fast ling runby before the gateway is down.
I've made it so that zealot spawns inbase even if gateway is placed in the wall-in position.
I have forgotten to test Terran wall-ins. I will do it soon enough.
Think I'll have to extend the ramps in the centre quite a bit. It's easy for Toss to counter if Terran just tries to push straight through the middle. modified by neobowman |
NastyMarine | | |
I like the layout a lot. The mains and backdoors could be reworked so you can add more flanking areas around the map |
neobowman | | |
Removed the lowground from middle layout because it was taking up too much space. I added stacked psi disrupters at the ramp. 5 psi disrupters stacked. More deco edits as well. modified by neobowman |
coV | | |
I don't like how that space in the corners are there.
High cliff in middle looks tight and small (unless you wanted it that way) |
Nightmarjoo | | |
eh, kinda bad imo, even for you =/
I can go into specifics if you want, but I think you probably know already why I think map is a mess. Map looks rushed, as you said. |
larjarse | | |
trends at bwmn= maps with backdoor hill with neutral & bloodbath-ish maps |
sTY_leZerG-eX | | |
I like the idea of the mains, but (2)...
I think u should make a similar ver of this but as (4) then that B cool. |