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Last update for (2) Floral Beer v4 : 2011, 12, 20 12:56
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4260 (2) Floral Beer v4 128*128aphex_n0.5betaground

The map has been rated 73 times and got a total of 35 points
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Comments:   GMCS (0 elements)


aphex_n
Started off remaking my first map (zion), but then I just made a new one >.>

I think I managed to make a better map alltogether though :3
crystaldrag
Gas issue at main bases, middle could be widened up a bit and unbuildable? other than that looks good imo
Freakling
Try to make nat to nat pathing less linear, add more unbuildable terrain in the middle and make sure your nats aren't tankable from somewhere across the water.
XeLious
Hey sorry I typed this
modified by XeLious
K_A
LOL
XeLious, you really shouldn't take yourself so seriously.

Blue Storm? really? If you are just going to compare everything to Iccup maps because you think they must be balanced shows that it is really you that is being traditionalist.

I'll be the first to tell you that I'm not very good at melee. That has little effect on the quality of your maps.

If you really get annoyed by someone on this website I suggest you do the following:
1 Take it like a man.
2 Imagine something terrible happening to the person who criticized you.
3 ask yourself in an honest way if there is any truth in what that person said.

In the case of this map I'm pretty sure making the nats untankable is a pretty good idea (seeing as he clearly wasn't planning for them to be)

Secondly, you can't just ignore the fact that the nat to nat is extremely linear. (for a lot more than just lings) being linear doesn't make it unplayable, but it does make it a lot less interesting to play.
Freakling
Don't feed the trolls...
aphex_n
***EDIT***

-I widened the water, siege tanks pose no threat to natural now! :D
-The middle is no longer build-able
-I couldn't think of a way to make the path less linear without scrapping the whole map to start over; so I decided to make movement round the map more interesting (e.g. the path to the third, the ramps to the middle)

Hopefully this is alright!

p.s. doodads aren't placed yet; just in case this needs work still :3
Freakling
You made it worse... The direct path is still the widest one. And flanking it is absolutely impossible now, because all the other ways around are comaprably long, tight and awkward...
K_A
The area around the basilica is really tight and akward. If you are going to keep it the way it is, you'll need to push the water back from it in all directions.

Also, you need to fix the minerals at 1 and 7.

If you fix the middle the expansions won't feel so far away.
aphex_n
Okay, major edit

- Mid not build-able, yet is not restricted
- Changes to third ramps
- Fixed minerals at expo across the water from nat
- Allowed for movement up to area between 3rd/4th expos other than walking through 3rd
- Attempted to make map a little more interesting (bridges, multiple routes, different terrain, less big clumps of water, etc.)

I hope I made it better this time :P
Freakling
Now it looks really awkward. What you need is something like blue storm (or a bunch of other 2p maps) that drastically reduces usefulness of the shortest path through the middle in favour of some longer, wider alternative path.
Phobic
The current structure kind of reminds me of peaks of Beakdu, one of the few iCcup maps I actually like.
aphex_n
Except you can ffe on this :3

The last edit just reduced the distance to the naturals, tweaked the terrain to allow T to wall in at top of ramp and made the "rush" path much more restricted than the circular route.

Doodads not placed yet 'cause I keep missing the nark slightly with each edit :P
XeLious
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