new account
list users
Map DB
Map Access
New map
Edit map

Back to "final" maps.   Show all maps.
Last update for (4)Glass Museum : 2009, 10, 12 08:17
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3876 (4)Glass Museum 128*128Vekzel0.1finalground

The map has been rated 43 times and got a total of 5 points


You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Comments:   GMCS (0 elements)

First map I actually put lot of effort into.

Mineral blocks on narrow backdoors are 16.
Mineral blocks on islands are 8.

8 Ursadons & 5 Kakarus on map.

Middle ridges buildable only for 2x2 structures.
Middle low-ground fully buildable.

EDIT: Almost forgot: middle expos with gas have 1750 Ore and 7500 Gas, just to encourage expanding there.

Comment, please!
modified by Vekzel
Good job man for ur first map! I like it, of course there are many things to improve still.
I like that ur trying to be original and I love the way u did the nat choke with the creep colony.
But there are many things to fix still, such as gas issue and deco 4 example.But il get into detail if u want later when I get in2 my cpu ;)

U can fined out what gas issue is if u go to Articles, and then reed the article about gas issue.

GL man.
TY, man, you are very kind!

Actually, after brief lecture of Gas Issue article I placed all Gases diagonally to Start Location, because I think careful tests proved they have equal mining ratio.

Correct me if I'm wrong.
i think he put that creep collony at choke to try and ballance it out for zerg. because it looks difficult to get that natural expantion and defend at same time. so put a sunken or two and tada. i do worry about the pathing for one scouting. and two for mining at your nat. i've noticed on a few maps like outside the min only expos that you cant mine from both sides at same time on one patch and because the mins near ramp for mains are really close to the nat mins i do think that there will be some problems there.
Gas like that certainly is NOT balanced.

Check out the values here:

There are a few spots that are equally good/bad other than top and left, but certainly not for 4 directions like that. Also, some of these spots probably could profit a lot from buildings, while others might not.
The creep colony should cover the entrance to the main/nat area or zerg will have a hard time. Gas should be on top or to the left.
Add a min only inside main of each bases and its a nice map.

Upload replay for this map
Add your comment:

Because of heavy spam on the map comments, it is needed to be logged in to post. We are sorry that this has to be done because nothing else stops spam bots
random map
Newest updates:
  (2v6)Rich vs Lean
  (3)Ra 0.66
  • month 6:
      (2)Butter 2.0b
  • MOTW
  • week 2021.01:
      (3) Lambda 1.0
  • Main Forum
  • New B..(Kroznade)
  • Magna..(addressee)
  • No Fo..(Pension)
  • Share..(Shade)R)
  • Feedback
  • This s..(triller1)
  • Rotati..(triller1)
  • Off Topic
  • scm dr..(addressee)
  • Real L..(Pension)
  • Vetera..(ProTosS4Ev)
  • Starcraft 2
  • announ..(triller1)
  • STARCR..(triller1)
  • Search Forum
  • How to make larvae spawn at the bottom right corner  
  • Worker pathing guide - How to debug and balance resour  
  • An elegant way of dealing with cliff asymmetry
  • Competition:
  • Innovative Naturals Competition  
  • Tourney Map Pack Aspirant Suggestions  
  • Maps That Need A Remake  
  • Think Quick Map Contest ($100 prize)