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Last update for (2)Mesa Verde : 2009, 10, 16 07:04
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3884 (2)Mesa Verde 96*128randomdragoon0.1betaground

The map has been rated 54 times and got a total of 5 points

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Comments:   GMCS (0 elements)

too simple and too easy map :)
natural too exposed?
gas issue
I see no gas issue ....
The map is pretty cool but short distance, a 4 player version of this would be really cool :)
Well, red's geysir is 1 tile to the left. Don't remember the exact values for that position.
I'm pretty sure the geysers in the mains are the exact same relative positions from the start locations. Obviously can't do the same for expansions.
Got to agree with frontliner, natural looks way too open.
Gas issue refers only to the mains' gas, not any other gas in the map.

Dude, seriously, how does a zerg defend his natural?
Not only is the natural in front of highground, giving it height disadvantage, but the natural choke is gigantic! and not only that, but there are two natural chokes! and the back choke is big even as a backdoor! AND the distances from main-to-main are EXTREMELY short.

The short distances really stop the zerg from conducting any good flanks on a terran or protoss army, as is the zerg's strategy in zvt and zvp. They might only have a very small window of opportunity to have a positional advantage. Also, the minonly backdoor expo from the main doesn't do much for a zerg, as they seek to acquire a 3rd gas for their tech heavy units and builds later on in the game. It instead creates an additional boost to terran and protoss armies as they will be able to add more marines/barracks or zlots/gates.

I would only work on zerg balance at the moment, but take into account how the other races and their respective match ups will cope with any changes to the map.
What if I put gas in the protected expo?
Make the natural choke smaller and make the backdoor space smaller.

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