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Last update for (2)Cloud Kingdom 1.1 : 2012, 11, 09 17:52
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|4476|| (2)Cloud Kingdom 1.1|| other||NegativeZero||0.3||beta||ground|
The map has been rated 53 times and got a total of 16 points
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|If you want to edit something, I recommend you use the "Edit Map" function on the left side of the screen.|
The map looks really cool, by the way. Keep it up.
|Good changes, but why did you move the neutral to the other ramp and replace it by a generator?|
|I left the old map up in case people wanted to download that version, which is more accurate to the original SC2 Cloud Kingdom - from now on I'll update this one with any new changes.|
I moved the destructible building to the other ramp so the 3rd is more easily defendable, as that was one of the main complaints. I switched to generators just because they're smaller, but I'm probably going to change it to stack multiple ones just for more HP.
By the way the 3rd gas was reduced to 1500 as a compromise with all those who suggested making the 3rd mineral only.
|I would change the neutrals back. Think about it: Now you tightened the third towards the middle, but opened up the direct route to the nat instead. No gain there because defending that area is pretty much about army positioning anyway.|
|how about destructible buildings on both ramps?|
|I would stay close to the original concept, but I would make the ramps narrow enough that with the building intact only one unit at a time can pass the ramp. Make sure that Ultralisks are not blocked though.|
Probably some other ramps should also tweaked in width a bit. I fond it hard to tell how widths actually transfer from SCII into BW...
|I get the feeling i have seen this b4..|
|i think so too|
--traceurling vs IGN(1on1, 1.15)
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