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Last update for (2)Fuuharenjin : 2017, 01, 18 01:13
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4876 (2)Fuuharenjin 128*96CrystalDrag0.3betaground

The map has been rated 48 times and got a total of 15 points

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Comments:   GMCS (0 elements)

Do the wallins for the nats work properly? High basilica is unbuildable, so make sure that the gateways/forge for PvZ FE are ling tight as you finish the nats.

I feel like the middle expos won't be used, they are in the way of the two most important paths in the map to move an army from one side of the map to the other.

The top right and bottom left are pretty cramped and have a lot of stuff going on. Four expos in close proximity to each other. I think The 1 and 7 o clock are way too cramped as they are and the mineral formations are awkward as a result.

I think you could remove the middle expos, allocate space in the corners better as a result, giving the 1 / 7 o clock positions more room, as well as that low ground path.

The double bridges don't really lead to anything meaningful coming from the mid, i think it just restricts movement around the map more than anything
Is cd = CrystalDrag?

Anyway, I really hope those not-quite-inverted ramps and oh-so-straight mineral formations are just meant as placeholders...

modified by Freakling
i remember u guys used to do that mystery author thing, where someone would upload a map with no author and people tried to guess who it was based on the style of the map... it got kinda annoying after a while lol
small ramp from natural is going to be blocked off while imrpove walkking
How will it be blocked? Minerals or neutral building?
This post is not displayed due to its content
Do scarabs pass?

Taking a look at Demonio Azul would probably halp you with your basilica ramps (mostly with regards to correct terrain levels.
modified by Freakling
Now I know that you use orange for your grid :)
Scarabs do pass, and I'll be sure to re-download demonio to take a look.

orange is a night distinctive color from the tilesets except desert, which I never create anymore :) Going to upload update later in week, one final left.

Why do you hate desert ?! ;..(
modified by Freakling
So checking chkdraft, my ramps are fine in elevation. however, the high ground bascilla cliffs are fucked up :(

desert isometric tiles are so hard to work with

new updateish
modified by CrystalDrag
Does picture not update?..

Basic decoration done, reset the dimensions to 128x96
modified by CrystalDrag
I still don't agree with the double bridges, maybe it's just me but I feel it makes the map tight for not enough strategic benefit. I'd rather make it a slightly narrowed path with an overlord spot extending from the middle high ground area.

Do the nats feel comfortable? Choke looks kinda big but I could be wrong, haven´t opened the map.
I'm afraid i dont know what you are trying to convey about the double bridges.

Chokes is meant to be big with a high ground advantage.

edit : remove the bridge closer to 12/6 and replace it with overlord spot?.
modified by CrystalDrag
hm I guess how you have it now is what I was thinking of for an edit. My point was just that I felt the double bridges didn't really lead to anything. Attacking the nat is better from the front, and attacking the third is better from the low ground passage/valley at bot left and top right.
A player moving out from the nat would never use the double bridges since they would just push out straight from the nat. And if a player was thinking of going to that third and then moving into the middle, the double bridges would just make pathing annoying.
Widened the middle ramp a little, added some doodads.
please ignore the little patch of crushed rock, i was using it for copy/pasting purposes. There will be a cool mud pattern from bridge to bridge.

Need some input on how many to stack the stasis prison. Things to consider :
Less #
* killing this shortens the path to a third base

More #
* killing will leave a gap in protoss and terran wallins.
** can be killed out of range of cannons from low ground

modified by CrystalDrag
I really like this one. The change to the single bridge is good, feels nicer. PvZ walling at the nats is still a concern. I would add cliff clutter to make the nats smaller and a different shape so that you can wall well behind the stasis cell in a more normal fashion.
Can't you add a proper cliff between the low ground and the high ground clutter behind the natural? For the basic idea how to do this (besides Kespa-style sprite covering, of course), look at this map.
@cardinal this is what i get for trying something different from (4)Vin and (2)Cross game ;'(

@freaky i suppose i could, i forget about that map half your maps because you dont pursue them

2 in 1?
New update
modified by CrystalDrag
Nice blends
^Me gustan :D
modified by Freakling
I hope that your original comment wasn't "Me gusta" :D
Theyre both correct... native Spanish speaker here :P
Pretty sure gusta is singular and gustan is plural. :(...
Me gustan las mezclas de terreno
Me gusta la mezcla de terreno

I guess it depends how u translate it before you respond to it :0
I just typed me gustay ( "I like [it / what you did there]" ) then decided to specify "it" – me gustan ( "I like [the new blends]" ).

German makes the same distinction ( es gefällt mir / sie gefallen mir ), so that's not a grammatical concept I have any trouble with.
modified by Freakling
Glad i dont take foriegn languages :3
New update? Need to start mineral testing.. unfortunately my computer cant run broodwar for shit.
some changes
*bascilla inverted ramps
*3rd inverse cliff shortened
*tank holes
*a name after 47 updates.
modified by CrystalDrag
47 updates? Dang I must have missed most of them, I saw it jump from 16 to 20 something then 34, 36 and then 43
I dont upload all of them, i guess i could make a gif of it?

If anyone can find the tile that is messed up you get a cookie.
modified by CrystalDrag
Looking good. Are you going to keep the stasis cell now that the nat entrance is tighter?
I havent downloaded and looked in the editor yet, my pc is still not fixed properly, Im not online fully.
So I cant tell how the nat walling is at the moment and therefore I cant make any suggestions, (or find this hidden tile puzzle!).
I will try and look soon though.

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