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Last update for (4)Shadowplay : 2015, 10, 19 12:33
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4573 (4)Shadowplay 128*128Freakling0.3betaground

The map has been rated 56 times and got a total of 14 points


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Comments:   GMCS (0 elements)

So it's me this time, making another basic macro map...
Probably the most basic I've ever done O_o...

A bit of Lucid Dream in there, obviously, and Teru minonlies... I wanted to give more emphasis to the sunken ground parts.
so many 4 maps....
No one seems to like 2 maps :c

Mains seem a little small. Perhaps you could blend the basilica to the low ground and make the mains bigger? I know you\'ve done similar before.

Middle seems pretty boring too.
modified by Excalibur
And dont' forget Electric Circuit backdoors
well sort of but there's no min only or mineral trick

there's only been like one (3) map for a really long time
3 player maps are super hard to make, I think they are the most difficult form of symmetry.

4 player rotational looks good and is not as difficult.

I'm kind of surprised that Freakling has made such a standard map :)

I'll try and analyze map/comment more on this later, I can't right now.
@Excalibur: I am working on another (2) map as well...
I think I'll just get rid of the backdoor, it's not really worth of for all the pathing problems it causes... That will also give the mains a bit of addtional building space.
Why is middle boring? It's the most interesting part of this map!

@Taranok: I am doing (3) maps all the time... But every one else doesn't!
This post is not displayed due to its content
Filling the gaps is a no-brainer, of course I'll do that.
Changing mineral only position is a bad idea... I constructed the map around them being there in the first place.
And making the middle more interesting is pretty much a mute point, there simply is no deco for sunken ground (unless you count really clumsy and uneccessary blends with other dark terrains).
Also You have to understand that I cannot move the thirds any more into the direction of the mains, because that would make them tankable. If anything I will move them in them a bit more away to make space for gas placement on the side ans maybe some more main space.
I don't approve to the moving of the mineral only and third gas resource placements that excalibur suggested. That would also make the mineral only too close/strategically boring. But at the same time, I don't see the mineral onlies here being used that much as it is, only in very lategame, which is what you were probably aiming for.

I think the space that has been used for the backdoor could be used to make more room for the mains (I like big mains).

I kinda fear large army movement a little bit in PvT. I think the map is kinda tight to engage a good sized terran army with decent flanks, but maybe that's just me. I think Protoss will find a way, so that's prolly fine.

Have you thought about eliminating the small openish middle and creating more of a single, large circular path in the middle, like in La Mancha? I haven't thought about what does to the concept or gameplay, I'm just suggesting things :O

I just think the middle seems a little cluttered with all those ramps/chokes, and could be simplified a bit.

Made playable. Deco still missing.
modified by Freakling
Amazing map(s) as always :)
How well would lurkers blend in?
Update to version 1.00

- deco and unbuildable terrain done
Do some tile editting around themineral onlies so that it can be overlord spot
That would only tighten some paths unnecessarily.
There are already enough good ovi spots...
modified by Freakling
no. I am talking about editing the edge for bascilla to high bascilla, and thedge for sunken ground into high sunken ground right behind the mineral onlies.
chek gm
modified by CrystalDrag
Those edges are too narrow to manufacture ovi spots out of them...
Update to version 1.01:

- took me forever to debug those resources...
I think it would be great to move the min onlies to the 'highgrounds'. Clockwise from the nats. Maybe a half gas too.
What do you think?
"Changing mineral only position is a bad idea... I constructed the map around them being there in the first place."
Update: Version 1.02
  • more changes to resources
  • changed natural gas positions
  • some other small touches
  • added neutral eggs to natural chokes for more consistent wallins

modified by Freakling
Update: Version 1.02b
  • important bugfix!: fixed mining bugs in bottom right main
Update: Version 1.02c
  • fixed a mining bug for Zerg in top right main

modified by Freakling

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