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Last update for (2)Clock Strikes 1 : 2021, 07, 31 03:42
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
5304 (2)Clock Strikes 1 96*128CrystalDrag0.4betaground

The map has been rated 63 times and got a total of 24 points
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Comments:   GMCS (0 elements)


CrystalDrag
JungleTerrain
Nice. Evoking those Eclipse vibes I see.

I really like the dynamic of the 3rds. If both players choose to expand to the same side this could make the game more fast paced as they vie for control of the high ground.

Conversely the game could play out slower if they expand to opposite sides, but there is still that possibility of harass cuz of the cliffs.
sTY_leZerG-eX
Very nice
Freakling
Why do you use grass transitions on the ramps on the right side?
CrystalDrag
Remastered extended ramp looked ugly, didn't cross my mind to use the old ramp
e78848813
I like this map!!!
JungleTerrain
I don’t like a lot of the remastered ramps as well
Excalibur
I would rotate the min onlies toward the map edges and back them into the mains a little more. Other than that this is pretty cool.
Freakling
But the "normal" one is pretty much identical to the classic ramp. You can hybridize tiles from both to get the best result terrain-flag- and texture-wise.
sTY_leZerG-eX
Could a Split map be hard for P on TvP?

Also.. looks like securing 4base isn’t that hard (not necessarily a bad thing)
Freakling
Looks like Terran could easily hold and push along both sides.
Recalls and Storms should be pretty good though.
CrystalDrag
V 1.02
-Main size reduced.
-Turret space behind mineral lines added
-Natural now completely wall-able.
-Thirds in corners reorganized.
-Semi-islands now have standard entrances, with same exposed minerals at cliff.
-Thirds at 4 and 8 path to previous semi-islands removed, now single ramp third.
-Additional bases near the center of the map for late-game purposes.

V 1.04
Start locations changed slightly
(Mains are the same sizes, think there was a concern on that)

Natural given an extra 744 value mineral patch.
Natural choke brought back 2 tiles to help Zerg reach the buildable area.

Terrain leading to both thirds is now mostly unbuildable, except by designated terrain.
2&8 Thirds is much more difficult to Terran-Sim-City on
4&10 Thirds pushed further from the edges, hallway path extended.

Buildable area outside of cliffable expansions reduced
Unwalkable terrain outside of cliffable expansion removed
Additional mineral patch added to the central bases.
modified by CrystalDrag
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