|Pretty self explanatory map.
|well at least is better than the last ones :p reminds me of one of my very first maps
|Good use of small maps space imo :)
I tried not to overkill on the expos.
|damn K_A u actually made a good map >_< Now K_A ur next mission is to get good at playing these maps READ UP! :D
|Tight, bad mineral lines. Might be fun to play though as i like maps with this concept.
|is Like Terran defense :D lol :D
|i hate these kind of maps :P
There might be a path issue just from the fact that the road main to main is too complicated for the computer ai.
The mineral lines suck in the mains and in the naturals, primarily, because they mine so bad.
There is also gas issue, and getting a 3rd gas is close to impossible. Also, if zerg were to 2hatch muta, it's muta harass would be pretty strong behind the natural, since there is almost no space for turrets and the minerals are so close to the wall.
Also the decoration is lame.
|and the ramps suck too
|There isn't a path issue.
Sidenote: Everyone seems to be talking about mineral lines?
I'm a noob when it comes to melee maps and I would like to know exactly what that means.
Could someone explain this?
And you're supposed to take the expo adjacent to your natural, not the one on the other side of the map.
(Also protects from mutalisk harrassment)
modified by K_A
|Kinosjourney, HOW IN THE WORLD IS THIS MAP TOO TIGHT?!?!?!?!?!?!?
|Try to copy the mineral formations from proleague maps, because they usually mine pretty well.
And also, check the ARTICLES section on the right of the page to learn what balances match ups and gas issue and all these other basic things.
And i think Kinosjourney means more that there is only one path main2main, and since the path is not wide enough to allow adequate flanking, especially in a battle between 2 maxed armies, one protoss, one terran, this is what makes the map "too tight".
|The update was good, but i believe you can do much more with this map :P