|Great job with the symmetry, I really like the map.|
But why do you insist on giving no turret space behind the nat mineral lines on your 3 player maps? (is this some modern new thing that now works that I'm not aware about?)
And why did you choose to finish the chokes with neutral buildings (at the expos that can be cliffed)
|The tile spam in top/bottom left corners looks terrible.|
How would you expect/intend those generator expansions to play out?
|Fixed siege mode attack from 3rd base to 2nd base...|
|Have you considered putting the raised jungle closer to the temple?|
modified by Freakling
|I didn't feel the necessity to do like that. And I don't want to make some space where tanks can attack building easily over the wall.|
|But they can at 12 o'clock position, so this would balance that out.|
You could just adjust the thickness of the temple walls.
Either way I don't think it matter much, because the high jungle expansions clearly "belong" to the same player as the mains behind them.
And the current doodad spam just looks terrible.
|Update version 1.03|
Fixed fog problem of entrance.
|Fixed 1 nat's gas problem(worker stuck)|
Update version 1.3
Long time no see...
Fixed so many things.
|Nice to see you again Latias! you done with military?|
|No, I'm doing...|