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Last update for (2)Rendezvous_1.0( : 2017, 11, 09 01:12
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|5010|| (2)Rendezvous_1.0(|| other||LatiAs||0.5||final||ground|
The map has been rated 30 times and got a total of 14 points
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|UMS melee map.|
There are 6 doors(4 are bridges, 2 are ramps of second nat)
The doors open after 6 minutes (9 min in-game timer), and repeat opening and closing every 3:30 (5:15) minutes.
|I like it. Not sure if I like the doors though. :b IMO they aren't placed in a way that they would make a real impact and I think the map would be maybe even better without them. I like all the different paths you can take. But in reality since those doors are only blocking narrow paths, I don't think anyone would really use them in lategame, excluding the use of little harassment with lings/something. So, to me doors feel too gimmicky and I would like to play this map without them since the map itself looks very nice. The doors might be a nice idea but I think they should block wider and more important paths rather than just these small paths you are blocking here.|
|Yeah I see what you are saying SiaBBo, although the backdoor one definitely is a big deal and changes the map a lot. Can a worker pass through these Fortress style (resource walk)?|
|Workers can pass through them (why wouldn't they?!)|
The gates along the shortest rush path are also a pretty big deal. They'll have a propensity to get units stuck on them, though. Might get very annoying for players.
This would be a very nice standard melee map with just the gates at the mains' backdoors.
|I would use these gates in a way that they would create temporary island map so that gates would block all wide passages. :b|
|Yeah I like Freaklings idea, the middle ones just create an unnecessary pathing issue, and the small road-big road approach here is fine as is without the early game block |
modified by JungleTerrain
|Great inspirational map.|
|Wow. Inspiring crystal is a great feat!|
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