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Last update for (2)loldarim altar : 2013, 04, 26 23:29
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4647 (2)loldarim altar otherNegativeZero2.4betaground

The map has been rated 8 times and got a total of 19 points
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Comments:   GMCS (6 elements)


traceurling
Split map is going to be an issue...one big high ground choke.::
CrystalDrag
Obviously NegativeZero. :P Taldarim altar mains/nats...
NegativeZero
Don't know yet if I want to finish this. The expo pattern is weird with a lot of them being open/far/generally hard to take, and somehow despite this starting as a Tal'Darim remake I managed to accidentally and subconsciously rip off Cloud Kingdom yet again...
CrystalDrag
i dont think a taldarim nat setup will work with a 2p map. Think ~ Naturals are closer to the center, thus reducing the amount of paths possible, wheras if they were next to the edge they would be able to grant different paths.
Freakling
I sketched out a suggestion for a concept change in the GMCS.
It would make the map more dynamic and prvent any split map and mobility issues...
LasTCursE
Freakling's suggestion seems better than the current concept may be do that and finish the map :
Freakling
What was wrong with the last Tal'Darim remake you showed us on Skype, anyways?
It had the same problems with the Nats, sure, but pushing everything around to have the nats at the sites would not have been a problem, and then you'd have a pretty standard 4-player map. Or did you consider it too standard to be interesting any more?
NegativeZero
Not sure really - I guess I just felt like doing something different with it, after all I've already done a Tal'Darim remake (even if it sucked lol). In general I greatly prefer making 2p maps, largely because there's a lot more room for originality (and yes, also because the symmetry is easier :P)
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