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Last update for (2)Molecule 0.2 : 2020, 12, 03 12:06
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
5271 (2)Molecule 0.2 otherMinerals4.8betaground

The map has been rated 4 times and got a total of 19 points

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Comments:   GMCS (0 elements)

Still quiet rough, but posting for layout input.
I really like this one.. you are improving on every map you make. Very sexy design.

On first glance:

I don’t like the mains mineral formations.

I think something better, not so clustered can be done at 9 o’clock base

You have areas of the map where there are no expos anywhere near, and other sections where it’s all clustered up, I would spread them out, motivate players to use all the different areas of the map.

Im feeling positive about this one
Haven't got to anything technical yet (mineral formations).
You must be talking about the two gas expos nearby each other. Do they seem as close to each other as they look considering there is quiet a stretch of ground to actually cover both.
Still in early stages, I'll play with moving those bases around.
modified by Minerals
Also the gas expo at 1 and 5 is a half base

modified by Minerals
You could change some of those high ground pods to dirt/dirt ramps to represent nitrogen atoms or something ;D

Be prepared for the possibility of having to add Assimilator gates to those zig-zaggy paths between the nats and 9 o'clock, looks like a good spot to camp with Tanks otherwise.

Third gas looks very hard.
modified by Freakling
Maybe just make that tight expo an island?
Add more elements to the molecule, got it. :D

Already had planned on adding troy gates to the zigzag area behind natural for semi island/island optional.

Zerg's 3rd gas is meant to be corner expos on the right side of the map. May add an egg to the ramp to help hold with lurker.
Nevermind Zerg 3rds. They are usually the least concern. What about P/T though?

With this kind of symmetry – can you make the mains a bit more compact/squarish, minerals facing the left edge, normal sized main ramps facing (i.e. the other way arund) to the right, nat chokes facing away from each other, and more expos shifted toward the 12/6 o'clock positions. Basically standardize the starting areas more.

With all the extra chokes 3 bridges in front of the nat seems a bit excessive. Only having one would probably suffice and help channel army movement to alternative paths.

Oh, and start applying my cliff asymmetry principle already…
modified by Freakling
As is, do you think P/T do not have safe 3rd gas option?

My idea with the mineral set up similar to CB was that Terran would leap frog to the closest high ground third gas, and likely protoss/zerg taking the corner.

I want to finalize the terrain as much as possible before doing the terrain symmetry.

modified by Minerals
This map is more a compound than a molecule right now but it's getting there...
The corner is a lot farther away than is comfortable defendable with a lot of terrain in the way for the defender. I don't see Protoss holding that against Zerg at all.

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