|rush distance seems short|
|Honestly I really like good 3p maps.. |
I really like this one.. several sexy elements to it
Who made this?
Btw one of the min only has more min patches than other bases
modified by sTY_leZerG-eX
|Seems T favored. Is there going to be anything to prevent or slow T/P FE?|
Also, I can't tell from the picture but does the middle path really decrease rush distances significantly as opposed to just using the outside paths?
modified by Jungleterrain
|Looks to me that the choice of tileset was influencing the layout a bit too much, as opposed to the other way around.|
All that expansion clustering, combined with all the tight chokes, definitely makes this look like a Terran's wet dream.
|I think things could be opened up a bit more.. and maybe that would help with the previous observations. |
I do see a couple of small issues here and there.. but nothing major.. and I think this map is worth fixing.. I really like the concept!
For example, several of mineral/gas positioning for the expos right next to the Mains walls arenít properly symmetrical.
Still curious about the author ^^
|can you split mains? FE looks too easy|
modified by CrystalDrag
|that easter egg that I forgot to take out has been found. Was wondering if anyone would find it.|
Rush distance from town hall to town hall is ~40-42 seconds. Neo Sylphid is ~45-48 seconds. Reasoning behind center path is to be able to fight against big air army (carriers).
Plan on doing the following:
-Stretch out center paths a bit to bring rush distance to 45 seconds.
-Shrink bottom main a bit, opening center area a bit.
-Adjust center accordingly
Original idea had an island expansion in the center (creating a 3player map similar to blizzard's Three Kingdoms)
*Credit to CharacteR for the idea of mirrored main's in a three player map.
modified by Minerals
modified by Minerals
|Lol I actually did suspect Minerals! |
But he made such a tricky first comment.. I also did think about DL map yo check.. but Iím off on vacation (no computer)
I think you should come up with a better name for this
|-Removed center pathways.|
-Mineral onlies are 1000 minerals per patch.
-Rush distance comparable with Neo Sylphid.
-Map feels really big when you play on it.
|Are some of the mineral onlys tankable? and others not?|
|Some adjustments still to be made. Still unsure where it will go.|
|Turbine 1.01 Update|
Widened ramps in center by ~4 tiles each.
|Will this map be available for version 1.16?|
|That would require some very skilled modifications, if you want it to look decent as the ramps used here are not available for 1.16.|
|I do not plan on making this 1.16 playable. Sorry :l|
|That is all right. i am trying to use scmdraft to edit it, but there is something wrong|
|There are many new tiles around the map, not just the ramps. Lower unbuildable cliff and ramp edges around the map to help with unwalkable areas.|
|if so, that is really difficult to edit. I just want to play against ai bot on the map.|