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NegativeZero | | | where does the extra layer of high ground in the middle actually begin? imo you should either make it clear using ramps, or just convert the whole center to low ground. | Rickv100491 | | | Kinda some glaring issues on the map are the siege ability of the tank for terran, the tanks have easy siege access in the 2,6,7,8,9,11o'clock expansions naturals, because siege range is kinda asymmetrical in certain parts of the game as a whole, gotta check it out, the map works beautifully for zvp, because they don't have such op siege ability, but considering tank glaring issue, well let's just say a terran will have the day of his/her life in the map.
modified by Rickv100491 | JungleTerrain | | | From my TL post:
I recommend planning out the map and it's concept/implementation before making it. As said above, you could have made the map in a different tileset at the very beginning knowing that you would have 3 levels and you would have no problem with hit chance/visibility confusing players.
The main-nat-third is pretty uninspired I think, ripped straight from FS except for the Xel'Naga temple block. Should play solidly besides that. | Rickv100491 | | | Maybe it is fighting spirit, only with some modifications? , like taking out the other two corner bases and nats and making some closer expansions, but well that's just me talking, because well I'm noob as everyone says, and I admit I'm still learning at 1v1 maps, because I just recently tackled the 1v1 2v2 map making at all. |
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