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Last update for (4)Vin : 2013, 09, 12 03:03
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4659 (4)Vin 128*128CrystalDrag0.8finalground

The map has been rated 48 times and got a total of 39 points
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Comments:   GMCS (0 elements)


CrystalDrag
This post is not displayed due to its content
Freakling
Interesting. But the nat choke is very odd...

Suggestion for changes: GMCS.
modified by Freakling
CrystalDrag
Rampodia ramp type.
I shall consider.... :)

3 and 9 are awesome.
crystaldrag
Updated with GMCs
Eggs are moved 2 pixels so gateway is tight vs ling on left and top, and the rusty pit's edge tile is fully walkable and unbuilable. :)
modified by crystaldrag
Freakling
Can't see any changes.
crystaldrag
.... The islands and thirds have been pushed towards the edge of the map... As well as the ramps leading to the central plateau.... And the mains have been enlarged, the naturals pushed out more along eith their chokes....

Also trying this new concept with the farther minerals, where they are now 32x3+24 pixels instead of 32x3 +32
modified by crystaldrag
modified by crystaldrag
Freakling
Give the islands more room, no need for additional clutter at the edges.
And change the nats to be more standard (with Ground-Zero-ish oriented chokes)
crystaldrag
giving the island more room would result in tankable mineral lines...
standard is no fun.

If I was to convert the mains to low ground >:)
modified by crystaldrag
Freakling
If you read carefully again; my intended change for the islands could not possibly cause any tankable mineral lines.

Mains to low ground is an option, probably does not matter that much.
But those weird angled nat chokes, non-standard are not, I honestly consider not fun but plain awkward. (They look as if you had strategically designed them to stop instdying to Hydra breaks /tease)
modified by Freakling
Freakling
As for a completely unrelated matter: You should use skype some time ;)
crystaldrag
ah I should use skype sometimes....

I am coming up with something a little more interesting, gonna do that update before to see....
Freakling
And by "some time" I did not actually mean "sometimes" but more of an understated ASAP.
CrystalDrag
Well the ASAP is ruined by the winking emoji...
CrystalDrag
I need to work on balancing natural wallins..
Freakling
Natural ramps should definitely wider, 5-chokes with defender's height advantage is just too easy to defend. I would also move the ramp further out towards the middle, so one does not have to wall in directly at the ramp.

Islands are much better now.

Interesting middle. This map looks like an electric butterfly now ;)
crystaldrag
I'll mkae it 7 then, and push it out towards the middle?
I don't know much about VIN, so didn't know how to do the decoration in thr middle...
Freakling
I would make the actual ramp as wide as possible, and further out towards the middle and add an even-ground wallable 7 choke a bit closer to the nat.
CrystalDrag
Like so?
Copying a bit from FML. Idc. :)
Freakling
Looks good.
CrystalDrag
how strong tanks on the opposite ridge?
Freakling
Opposite ridge = the cliff behind your opponent's natural?
Not too strong to be balanced, I'd say, because the cliff is ground-reachable, if the generator(s?) is (or are) destroyed.
However, I'd remove them anyways, because I find it somewhat awkward, how they also oversee the path to the 3rd, or is that intended?

I also don't like it for ZvT, at least if the generators aren't stacked, because it means that the ovi spot is very unsafe, and if Z wants to scout the choke, to see T move out, he's risking a very easy ovi snipe with some early marines.
modified by Freakling
crystaldrag
opposite ridge=ramp leading towards center.
I cAn gt rid of ti
Freakling
No! It'S no problem at all.
CrystalDrag
MUAHAHAHAHAHAHAHAH EVERY SINGLE TYPE OF TERRAIN USED.
luvya
luv ya guys...
Freakling
Check obs dl, for some sketched out changes...
crystaldrag
what doyou think about shrinking the 12 and 6 ramps, and enlarging the rusty pit ones?
Freakling
You mean make 12 & 6 expos basically like 3 & 9?
I don't think there is a necessity for that. Sure, the expo is rather unsafe to take as a 3rd without a big standing army to defend, but it also makes a nice additional pathway in vertical positions, and it looks like it's the shortest pathway, so ramps should be wide, so large armies do not get stuck so easily...

The small rusty pit clutter holes next to the nats are dropable. You should replace them with manually edited smaller ones (just copy them from Oxide).

NW and SW mains have some terribly bugged minerals.
SE main back row minerals are not off-grid.
modified by Freakling
CrystalDrag
some mo update
crystaldrag
1.2 Mineral fix.
Freakling
I would also reduce some of the terrain behind the 6/12 3rds.
CrystalDrag
Done.. but enough to proxy rax behind ;P
Testbug
Why aren't the mains high platform anymore?
if you like low platform try using low platform on the islands... inverted low platform ramps are gay as hell.

the wide elevated catwalk ramp is also ugly. Try the high platform ramp at the top multy.

Oh, and...
Wasn't there a command center in the middle of the map?
crystaldrag
because the naturals are already high ground compared to the rusty pit :) so an advantage to defending the naturals result in harder to defend mains..
Damn Freakling justgot insulted badly.. On account of both ramps.
It was high platform, but replaced with electric catwalk so this map has all possible terrain of space
Yes there was.. When the middle was all open. ._.

oh hi testbug :)
CrystalDrag
Map had been updated.

Low ground mains have been balanced by doing the following

Making map dimension to 128x130
Filling in the bottom two rows.
Copy/paste entire bottom area.
replace minerals

Will retest the minerals soon.


*reupdated.
modified by CrystalDrag
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