| Back to "beta" maps. Show all maps. Last update for (4)Aiur Crater 0.2 : 2017, 10, 03 15:06
mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4978 | (4)Aiur Crater 0.2 | other | CIGC)Darkstar | 0.1 | beta | ground | The map has been rated 54 times and got a total of 5 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
DarkstaR | | | This post is not displayed due to its content | Freakling | | | Size 128x112? A simple 128² format would probably have been better because the layout is already struggling for more space.
Your main problem here are going to be the short rushing distances due to the inside nats. You could to some degree account for that with a middle redesigned to have less direct paths. modified by Freakling | DarkstaR | | | @Freakling
I wanted the map to resemble the shape of a crater and had difficulty with 128². Actually i think some maps look better in 128*112.
Just uploaded version 0.2 with quite some changes. The outer area remains unchanged except for the 12 und 6 o' clock bases now being island bases. The rush distances are now longer because the center has changed. Also the natural entrance has been edited. | siabbo | | | I'm not sure you really reworked the middle. I'm not a fan of those islands and I liked them more when they had ramps. I feel that the middle is still kinda boring. What I really dislike, however, are those new expansions (they weren't there previously right?) you created in the middle. They feel super awkward and now there are way too many expansions near each other. The main problem I have with this concept is that how differently games will feel like depending on spawns. Think about it, 11 vs 7, 7 vs 1 and 7 vs 5 are all completely different matches and there are some very clear imbalances. modified by siabbo |
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