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Last update for (2)Cambodia : 2011, 04, 30 19:25
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4325 (2)Cambodia 96*128ArcTimes and LasTCursE1.1betaground

The map has been rated 28 times and got a total of 30 points
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Comments:   GMCS (0 elements)


LasTCursE
My version of ArcTimes's Rampodia map :)
http://www.panschk.de/mappage/comments.php?mapid=4318

Suggestion free still in beta.. :)
modified by LasTCursE
ArcTimes
>.< O love the picture, mine is too dark
How do you take that picture?
LasTCursE
photoshop :
Freakling
Like this version better but you could have kept the main choke idea...
modified by Freakling
ArcTimes
The main choke? the ramp?
is cool right :D?
LasTCursE
I'm more of a standart mapper :D like the 1 normal ramp chokes :P

Something i haven't noticed while i was remaking it is that the mud on the map makes a cool shape when you look it in the mini picture lol
modified by LasTCursE
ArcTimes
xD
sTY_leZerG-eX
Now this I like! Im liking the deco, the ridges, the high ground expo, and the islands. However I dont like the wasted space with all that high ground stuff, the path from nat 2 main could be better, the nat could be better, distances nat choke 2 nat choke look 2 short Terran PUSH!! And Im not sure at how the expos at 3 and 7 are just right now.
Middle reminds me of HBR.
Maps good, me likes, Oh and map is well executed gj Last (:
crystaldrag
Too many junglemaps. >:O

can nat gas be seiged?

My version of ArcTimes's Rampdodia map :)

modified by crystaldrag
Phobic
dl broken
LasTCursE
Why do my maps always tend to have a broken dl lol
LasTCursE
Lezerg: I know nats aren't perfect i don't like em that much my self will edit em soon proubably.. : the highground stuff is to prevent tanks from shooting the island,main and natural :) and for the terran push that's why i put the rocky ground for no turrets means less cover from dt's and shuttle's which slows terran's push : and thank you :P

(Also keep in mind that the purpose of this map is not that macro heavy as tommorow for example :)) this one is a bit more micro oriented :d)

Crystal: LOL i just noticed that :D thx :P
Phobic: Thanks for the note i fixed it :
modified by LasTCursE
Freakling
Yeah. Seriously. Too many jungle maps. You could have done this in any tileset. Shame on you for being lazy ;)

Why are the nat formations so strange?
LasTCursE
they are standart lolz ? just too close to the wall cuz they face the main and there is no need for turret space :d (you talking about the middle mineral that's 2 hex back ?) and i made it jungle cuz the original map is jungle.. :P (i'm soon gonna start working on map with another tileset proubably one that i haven't used in a while)
modified by LasTCursE
Freakling
Yes, I am talking about those strangely out of place pushed back mineral patches. They're definitely not standard.
modified by Freakling
LasTCursE
I pushed em back so they "blend" in the wall :
Freakling
Blend in... And mine slowly...
RaZt
Hi long time
Nice I like it!
sTY_leZerG-eX
Humm..
I would personally ad some ruins somewhere in the map.
And I think you could actually use some type of back door on mains, or something weird with the map, something 2 make it less standard.
LasTCursE
a ramp to the island expo ? interesting idea.. i'll see what i can do :P
modified by LasTCursE
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