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Last update for (4)SinCity : 2017, 11, 11 04:42
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|5011|| (4)SinCity|| 128*128||ngin||0.2||beta||ground|
The map has been rated 25 times and got a total of 5 points
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|Concept : A central battle based on rich resources|
Feature : Side multi
Resource : side muti - 1000m 2000g
In 12,6 o'clock only mineral 749
* In 12,6 o'clock gas multi it can pass through a Zealot and hydra, and Terran can only pass through a unit of barracks by entrance made of doodads.
Thanks for advice and replay to improve this map!
|I kinda like it|
|With both naturals so vulnerable early on, how do you envision players to handle FE builds?|
I need a help about FE build means.
If you mean worried about early attack to side multi, this map has a bit far rush distance. And mineral extraction will not interrupted, if you defend starting base cliff.
In case of front multi, this map has a bit far rush distance and it's a high risk high return. Because this map has the side multi.
Sorry for insufficient English :'(
modified by ngin
|Seems pretty linear, middle is not very wide|
Yes, I tried to make pretty linear space map and more focused battlefield.
Do you think it's too small to battle?
|This map seems like a giant turtle fest since minonly is also very easily defended. I dislike the shape of the main, it feels awkward. Middle does seem bit tight and small. Also 3 and 9 eat a lot of space and they create this awkward feel for the middle. The problem with linearity is that is creates very boring games and splitting the map. I do like the concept at 12 and 6 but I think this feature should be used better, now it's just "nice" but it's not really important. I also dislike maps with two mineralonlies even though 12 and 6 minonlies are not important, see also what I meant by that the concept isn't used to all its potential.|
And FE means fast expand.
modified by SiaBBo
I understand your advice :)
I'll make other map about concept 12 and 6.
Thanks for advice!
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