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Last update for (4)Ta : 2013, 03, 27 22:12
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|4609|| (4)Ta|| 128*128||PhilipJayFry||0.1||beta||ground|
The map has been rated 54 times and got a total of 5 points
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|Don't know why it didn't worked, but this should have the name: Taina|
to make it easier to analyse, here some pictures:
I think i got a bit inspired by Wind and Cloud. the expos that are infront of the naturals (on the same lowground) have 1x 500 mins, 5x 1000mins, 1x 3000 gas
|Should be good for macro games...I feel like center expos should have a bit more build able area...also might be too much wasted space?|
|Wasted space making everything tighter thatn it ought to be and the centre expos being too close together (partly as a result of the inefficient overall use of space) are the main problems here.|
I also think there are too many unpassable doodads cluttering up the already tight space in the middle.
Give me some time, maybe an idea for a more constructive answer come up in my head...
Have you tried reuploading the map? A melee version would certainly be good.
modified by Freakling
(4)Ta = Website.
My two cents is
*The borders are high ground clutter, this map suppose to encourage drops? :D
*push the 3rds into the unused space and make them highground with ramp (1 or two widE)
*cut off just enough clutter for the middle expansions so you can push them away from the center, while maintaining a safe natural from tanks, may make them high ground as well.
*Remove clutter from middle or add double gas to middle, currently no purpose to cross through the middle other than a rush passage on cross spawns.
*Change the gas positions so they are good
*Square blocks dont look that attractive to me, but i suppose it doesnt matter much :P
Check GMCS for where I would suggest (might not be good... but :P)
modified by CrystalDrag
|My idea would be to put both the 3rds and 4ths along alternate high ground paths to the centre where the huge clutter areas are now.|
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