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Last update for (2)Ruiz : 2009, 11, 16 08:59
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3906 (2)Ruiz 128*96ProTosS4EveR0.5betaground

The map has been rated 57 times and got a total of 28 points


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Comments:   GMCS (0 elements)

hi, i'm still not dead :)
it's inspired by this
and i added a backdoor
no pathing issue
Wow very nice man I really like it, love the layout and the placement of the expos.

I do however have some suggestions, give more turret/cannon room in the mains, maybe give it like 3 - 5 blocks +.
Also I don't like the way the nats are ATM, surely u can come up with something + pretty/original.
And finally I really dislike the neutral building u chose blocking the ramp, Id really love if u could pick a different 1.
Also I suspect that map might be terran favored.

But all in all I really like it, I see lots of potential 4 a very nice final version.

oops, noticed that 1 warp gate blocks main ramp and other one blocks nat ramp, i'll change it this evening

"Also I suspect that map might be terran favored."
The middle is pretty large and you can easily reach opponent's xel naga temple.
3rd gas is kinda far away... :/
modified by ProTosS4EveR
1 power generator (800hp) on main's ramp
i think i made the most useful backdoor in my maps
also added deco ^.^
Tanks will be a pain in the butt when it reaches backdoor to attack workers at main. Yeah it looks a bit terran favored, you can make the middle more unbuidable.

Maybe you can make the minonly on the cliff your third gas and widen the ramps more. But that's just me.
Nice man I like it much + now, but fix the nats, give + turret/cannon room on mains, and do plz make middle + unbuildable.
very cool map. great layout.
Why does it have so many min onlyes ?
modified by LasTCursE
to not favor terran too much
Thank god there's a voteable map for this motm :O

I like that map of trcc too.

Move sl closer to nat, main2nat distance is too long.
Fix nats so that protoss can make a proper wall pvz FE. I'd facilitate this by bringing up the lowground clif thing on the left of the minerals at 6 and to the right at 12, and just making a good size choke from here to the current other edge. This tightens that backdoor making it function as more of a backdoor, which imo is good or atleast not bad.

I'd replace xel nagas with 5-10 stacked protoss temples.

I think I'd put the powerplant on the nat backdoor ramp instead of the main one, but that's entirely up to you.

I'd put gas on the backdoor min only and on the corner min only. I suppose you could put the gas on the min only in the center instead of on the backdoor, but I'm confident it'd be better on the backdoor. And two min onlys is ridiculous (three is just retarded, wtf were you thinking? terran imbalance? these min onlys help terran more than gas expos would).

I think I'd make those bridges double bridges since they're not the only choke to that expo. I could see them being small if they were the only choke, making the expo easy to defend/hard to attack/semi-island, but since you're not doing it that way, the small choke is just annoying.

Map feels like a (2)Teosomething, maybe you should make that if you haven't already; I think the concept would work much better in a (2)map than in a (4), though I could be wrong, I forget what all I said was wrong with that map. It was neat atleast.

I like the map, and I think all of my suggestions would help it (the effect of all my suggestions being implemented at once far outweighs any of the individual suggestions on their own).

I think beyond my suggestions the map could be improved on even more, but I can't think of them at the moment. p4ver you have to save bwm, plz don't stop mapping :(
Add a gas to 1 o'clock and 7 o'clock, theres to many min onlys.
or remove 2 of the min onlyes :)

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