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Last update for (2)Rays : 2009, 08, 29 02:43
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3834 (2)Rays 128*128Excalibur0.1betaground

The map has been rated 59 times and got a total of 7 points

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Comments:   GMCS (0 elements)

Info on picture, deco obviously not finished.
Comments gogogo.
muta > everything.

You can't defend your both your main and natural properly.
Suggestions on what to do Spines? Perhaps turret room behind main mins or should I remove the nat mineral ramp and put room there instead? Both? Or perhaps something that weakens zerg then? Perhaps ramp placement that isn't covered easily by sunks?
modified by Excalibur
I would not try to solve the issue by placing weak spots for each race. Such balance is way to unstable.

So far the only thing that really works to defend against mutas is room behind the minerals, so yeah, you'd better leave some room for turrets.

And because that will take some major changes I'd try to fix at least a few of the path issues. Right now it seems quite annoying to play because all the important movements are bugged (from almost everywhere back into your main, from your main / nat to your enemy and so on).
For example you could try rotating the main/nat setup a bit, but obviously you'd have to change the middle and exit from the nat accordingly.
Middle too tight, tanks and mutas will probably be an advantage.

Every expansion can be tanked at the moment, so yea listen to spinesheath ^^
How does zerg ever defend it's nat from marines attacking from the ramp behind mins?
wtf is with the cliff behind the main? Can a tank on that even hit anything? It's just wasted space oO

The map's concept isn't bad, but the planning and execution is, imo. The map should be more crafted under the assumption that human players are going to play on it. Spines is right.

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