|EDIT by Freakling:|
- The stone doodads between the different "rooms" that are also beneath the chrysalides block vision to the other side. Keeping good air scouting capabilities up is therefore crucial.
- Chrysalides are stacked - thrice in the outer circle, twice in the middle circle, once (i.e. not stacked) in the inner circle. Independently of starting locations the shortest rush distance is therefore through the middle and the combined HP to break down on the shortest route are 12 x 250 = 3000 (As comparism: (4)Arkanoid has 4800)
- All the chrysalis walls allow scarabs to pass.
- The minonly ramps are 815 ramps.
modified by freakling
|so freakling decided to remake arkanoid/unreality once again |
modified by ProTosS4EveR
|the author name is cool xD|
|I would make the middle much more lucrative...|
So that there's a reason not to turtle around..
|Ok. This is just bad. Sure it looks pretty cool but really.. this can't work. No fast expand to zerg because of CC that blocks the natural. Island where is no gas in semi-island map, I mean, really? 3rd gas is pretty much impossible to take by Zerg. So basically zerg have to go 9pool in semi-island map to get FE. Awesome. |
Bad version of Arkanoid I would say.
modified by SiaBBo
|Sexy middle, but too tight. A terran can easily take it late game.|
Actually, Terran will dominate the whole map cause it's so tight. But it looks really good.
What about making it a semi-air map by making stronger neutral buildings?
modified by Kinosjourney
|tvp seems really ez to me on this map, but idk|
|Interesting re-redo.. brilliant deco as always.|