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Last update for (4)Im A Loner : 2013, 05, 23 20:53
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4653 (4)Im A Loner 128*128CrystalDrag0.1experimentalground

The map has been rated 63 times and got a total of 5 points


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Comments:   GMCS (0 elements)

No decoration/unbuildability yet obviously.
To balance double entrance for purple and blue, I made the ramps to teal and red main larger and also the have to push up a cliff, and also blue and purple have slightly bigger mains to compensate for the fact that their mains are more vulnerable than the others..

Fantasy Competition.

Just noticed the !@#$ load of ramps on this map. :D
Also there is a different kind of flow of expanding to this map when there are different main spawns. :D

BTW There are SCII mapmaking stalkers who look through our maps for our concepts. o.O
modified by CrystalDrag
lol korhal floating island

too bad you can't force cross spawns in BW
modified by NegativeZero
Cross spawns would be easy for a ums.
But i feel this map does not need it.
All thirds are equaldistant from each main,expanding can happen any way...
May need to remove a ramp from each 3rd.
modified by CrystalDrag
So to balance it you basically made sure that no one could safely take their nats? Not sure if that works out at all....
it works out. :)
Would be cool 2v2, but 1v1? Not really. Even imagining a simple situation like ZvZ. One player can take their nat fairly normally, the other can't take it at all. Zerg having a hard time taking a nat in the centre expos while a terran spawning with a normal nat also sucks.

If the game goes on, then the thirds for the corner players are way better than they are for the centre players, since they help defend the main more (from drops, air, etc).

In TvT it also sucks, because players climbing with tanks and dropships have a way easier time targeting the centre mains.

Of course a fantasy map is almost by nature going to have imbalances, but usually by giving strengths and weaknesses to each one. In this the middle just looks super weak. Even with it's tighter choke, it's still on even ground, so it's not even better than a ramp even if that ramp is wide. Having a ramp outside your nat isn't fun, but having a nat that doesn't defend your main is worse lol. I think I'd only want the centre expo PvT, and that's only because it would be really hard fighting up that natural ramp if you lost it. Pylon wall would make the separated nat not as big a deal.

It's a cool concept, but inappropriate for 1:1 imo. 2v2 or set spawns might be ok.
changed the thirds so they favor the center mains more...
Added some generators for the center mains...
Shrunk the ramp leading down to the corner mains.
Shrinking the corner ramps might just make contains too easy, both with tanks and lurkers.
The "weird mains" should just have 2 normal sized ramps, one probably being more of a backdoor and walled off, and the mains should be closer to the corner nats, leaving more room in the middle.
However, I do not mean this as a quick fix, but rather as an idea for a complete conceptual overhaul...
I want this to remain as symmetrical as possible along the y=-x...
So cant have a blocked backdoor....

*You know you are old on BWMN when you type in \"\" instead of \"\"

I am going to force Cross Spawns.
modified by CrystalDrag
Final Version most likely....

Melee 2 Players- Any Spawns
Melee 4 Players- Any Spawns
Melee 2v2 Players- Any Spawns

UMS with MELEE Version - Cross Spawns
UMS with OBS Version - Cross Spawns with Obs

Gases for the middle bases have 2500.

Changed to Experimental
modified by CrystalDrag

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