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Last update for (2)Quietus : 2010, 10, 23 15:27
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4191 (2)Quietus 96*96K_A0.6betaground

The map has been rated 41 times and got a total of 24 points
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Comments:   GMCS (1 elements)


K_A
Nothing special I just wanted it to look nice.

Problems I know so far:
Natural is kinda far away
Can't just rally to opponents base although I suspect the neutral buildings will be taken down fairly quickly in this map.

Fixes:
New natural below main.
Got rid of pathing problem (I think).
Moved neutral buildings for closer rush distance.
Widened paths.
Added min only expos.

Min only expos removed.
Opened between the middle and corner paths.
Gas removed from side expansions at 3 and 9.
modified by K_A
Kinosjourney
Cool middle, but im afraid this is a hugely Terran favored. Any Terran can just push along those tight corridors and no Protoss or Zerg ground army can stop it.
K_A
I just fixed a ton of problems and Im gonna upload it now.
PsychoTEMPlar
Turn grid off when you take a screen shot.
K_A
Picture fixed*
modified by K_A
Kinosjourney
This base set-up doesn't work, it's tight everywhere except the middle (but you can avoid even stepping into the middle)
K_A
Well of course you can avoid stepping in the middle. (just get air units lol)
I see what you mean about the tightness though.
I could always get rid of the minonly and open up the wall behind it and it would be less tight.
Would that work?
Kinosjourney
It might work, try it :)
Gnom
Better call it DesoxyriboNucleinAcid
..
K_A
Updated with minor fixes.
It plays pretty well.
modified by K_A
Kinosjourney
Nice update, looks more playable now.
K_A
It plays pretty interesting because your decisions on where to expand have a lot of influence on the game itself.
SiaBBo
Ok.. How to say this simply: this map is bad.
K_A
I think you said that too simply for it to be of any use.
Have you played the map SiaBBo?
Or even watched the replays?
modified by K_A
SiaBBo
I don't have to. I know how this will play, and that is bad.

1st problem: two entrances to main. This will make the map really imba, cuz zerg can't fast expand effectively. One temple far away isn't holding anything. And there is no real place to build sunkens for defend.

I'm pretty sure there is path issue too, which will be bad. The whole concept is weird where you can actually have to take the longest way to get to middle effectively. Expoplacement is bad and there is no 4th gas. Corners 1 and 7 are totally useless and overall, the map is too straight.
Replays


--RaU-Ipod vs Expired_Ling(1on1, 1.16)
--npnl.StOrM vs npnl.kaolla_SU(1on1, 1.16)

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