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Last update for (4) Circe II : 2022, 10, 31 18:36
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
5262 (4) Circe II 128*128HotRedIron1.3betahybrid

The map has been rated 4 times and got a total of 5 points

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Comments:   GMCS (0 elements)

- Safe back expansion, but the entrance to it is blocked by 3 eggs. There are two minerals inside both holding 0 minerals, so the workers can not only glide through the eggs but can also mine them out. These (and only these) mineral patches are visible from the high ground, too.

- A high ground route connecting the two top and two bottom mains horizontally. They are under d-webs. The path under the d-webs is unbuildable.

- Apart from the regular entrance and the high ground connection to the other, horizontal main, there's also an entrance that connects to the high ground d-web path.

- The left and right side of the map are separated by 4 full health Xel Naga temples blocking two routes in the middle of the map.

- 3 island expansions.

- The way to make workers spawn on top of the main buildings is shamelessly stolen from Sylphid.
I sense much awkward/weird unit movement on this map..

Curious how a split map like this via Dwebs would play out into late game.

Interesting concept though, I would play with it a bit more and maybe incorporate it in more maps.
When it comes to terrain design, I would suggest giving a rounder style a go.
All of the straightness can be an eyesore.
Also trees are awesome, never stop using them ^_^
Minerals, what do you mean by weird unit movement? I think the high ground entrance might cause some, but overall I don't see a problem (although I must admit I haven't tested the map extensively other than a few mandatory checks).

And yes, this map, and to be honest, all of my maps are very Apollonian in a sense, a little bit more spontaneity and chaos would make it seem more natural, I just don't really know how to do that. The cliff areas near water are a good candidate for that, but other than that I'm not sure how to make the map look more natural. If you have specific suggestions, please let me know. In any case, I don't think it's nearly as evident/important once you're actually on the map playing it, but it might be an improvement style-wise.
Tried to do something about the straight lines, also did some work on blending, some minor redesigns and added one more dweb.
Overhauled the map. Disruption web paths are now shorter and start/end at the backdoor expos. Middle is blocked by 4 columns of eggs with disruption webs in the middle separating two columns directly. No island expos anymore. Backdoor blocked by eggs, but there are two 0-mineral patches so workers can slide through. However, if the opponent mines them out the player will have to find a way to gain vision of his backdoor exp or kill the eggs because the resources there are not visible from the cliff. Basically, if you don't spawn vertically from your opponent, this is an island map where if you spawn horizontally you can potentially mess with your opponent's backdoor exp and its availability, and the third between your spawns, and if you spawn cross position, then I it's pretty much a straight up island map with everything applying that I said about horizontal spawn just with a longer distance basically.


Mining isn't tested, drop holes are not filled and minor decorations and adjustments were not made. There are probably holes between the disruption webs on the high grounds. I just ran out of steam, but I didn't want it all to go to waste, so I decided to upload this in the hopes that one day somebody might find some value in this.
modified by HotRedIron

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