|Hmm.... Craaaaaaazy... StyleZerg?|
Probably Crystal or Negative, though.
My bet is on Negative.
This is nice! Worth commentating!
|Oooh hi Lezerg :D|
|The deco theme is great.|
I guess it's intended for 2v2 play?
Still seems kinda overcrowded and tight.
Have you considered removing the island expansion and move everything to the sides to give more room to the centre?
|That deco with the one doodad is hard :D|
Yes it is haha :P I cant make 1v1 maps. :3
I could do that.
I was originally going to replace the "monty hall minerals" with troy gates, so this would be more of an air map. o_o. But then i got too lazy to make the gates..
|Troy Gates is just copy-pasting in copy/paste layer.|
|Im not quite sure what to think about the center X part.... :\|
|But finding the proper tiles can be hard sometime if i am lazy. But would it be a better idea rather than the minerals? :D|
It's not an x, the center is a square. o_O?
|Don't think so. The map would start out with 3 entrances, accessible by separated pathways, to the main, so there would be no efficient way to defend and the risk of matches ending in early rushes and base races would probably be high (just think about DMZ).|
My personal stance towards Assimilator Gates is anyway that they are best used on Desert/Jungle/Badlands/Ice maps, because they are just too easily destroyed without the use of cover tiles.
|What are cover tiles.. I never used them in my troy gates :P... You never showed the unbuildable/partially walkable cover tiles.|
|Cover tiles are tiles providing cover.|
And you only need one of them, below the cetre of each assimilator, which does not need to be unwalkable, to make it work. What need to be unwalkable is the tile in the top left corner.
|Shouldn't there be monty hall minerals leading towards the center? Also I guess one problem that can't really be fixed was Monty Hall was the idea of three paths to choose from but you can't really implement that here|