You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
|Looks very hard ZvT. Otherwise I kind of like it actually.|
|Well if you change the postions of the min only expand it will be better, imo. Overall the map seems fine, but still i hate straight 2 player maps...|
|can terran shoot the entrance from the cliff below on the left position?|
the map looks also quite T-ish, because when having secured the natural, terran can just go and defend the one sinlge bridge. this is such a chokepoint that is well defendable, so he can exp behind it three times...
well, games will show but I'd say this will cause problems
however, the map itself has a good style, keep on with it!
|Are there any problems with the min-only on the high ground?|
|no, it's perfectly okay. it won't disturb unit movement too much i guess |
some ideas on the map:
-move natural closer to the choke, so zerg can defend the entry with FE
-top right and bottom left corner: push the minerals of the expos to the top/bottom edge, then make a quite large connection (lowground) to the back of the natural expansion. so you can prevent deadlocks on both sides. look at GMCS, I will point a trace
-replace the blue mainbase-minerals/gas. as it is now, blue's gas can be shot from tanks from outside, while red's can't
-remove the cliff at the naturals. it's cool as tactical element, but you can shoot the entrance of your enemy from there, and you can shoot a large part of his mainbase with tanks...no good, t is strong enough, so erase it.
just some thougths how I would make it on this map
--Praeludium vs zelan(1on1, 1.13)
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