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Last update for (4)old town1.1 : 2006, 01, 31 09:40
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
805 (4)old town1.1 128*128noname1.8final

The map has been rated 64 times and got a total of 117 points


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Comments:   GMCS (0 elements)

so here it is.. my block-building-map. :d

and they actually have some kind of tactical-purpos here, because you are able to build a shuttel and take your second nat as an island expo (=more safe) or take it by destroying the temple (if you don't want to tech).

you are not able to land a cc at 2nd nat (tested)

what do you think about the "cliff" behind the 2nd nat? might bring some nice possibilitys imo.

oh and i went with an unusual choke this time. but i also wouldn't have a problem with changing it to a simple one-barrack-wall-choke.. cause at the moment i'm not sure if the rest of the map favors terran.. :/

so tell me your thoughts. :) thanks in advance
very nice
Where should Zerg expand?I mean every expansion is pretty far away or unsafe.
Unlike ScoutWBF, I see no problem with the expansion really. After seeing how every zerg took the FE on antigua prime in blizzcon, I don't worry that much about them anymore :O
To me it looks like that natural gas expo is pretty safe.

I think mainbases are too small though:/ Make em' bigger somehow.
I would open a little the main entrance. Check GMCS. Overall the map looks very nice. I like it a lot. The middle expos are looking very safe with this tiny entrance. I still haven't play any maps with natural buildings, but this might be the first one :) . Well i play before 2 maps with such buildings, but they ware not effecting the gameplay, or something...
Btw i think that you will have problems with gas stations. From some experince in games on some maps that are right stick to the min block, there will be always some workers that will go from the back, or just bg themselfs... The best gas placement is just to have free space on all sides near it. I suggest you to make the gas free!
very nicely made. GJ

I think you might have some PvZ balance problems. You have a double choke, so it's hard to defend with Zealots; gas natural and second natural; and even if the Protoss fast expands (to eliminate the choke issue), which is difficult to defend in the first place, it will give Zerg the quick incentive to get a THIRD gas really early. I dunno dude...

Also, LGI's right on with the gas problem. Test it.
thanks for all the comments. i changed some things:

..removed small water-spots at nat
..moved mins at nat away from the gas(there won't be any problems with the mins being beside the gas at 2nd nat imo)
..changed the choke (one rax wall-in)
..made the main slightly bigger (i even used tileset to let you build directly at the temple :d)

i didn't update the ops-version though (don't know why i created and uploaded it in the first place) there will be ops for the final.
good update! The tileset thing still looks natural, good job :)
had to reupload the map-file, because i used the wrong sprites and they didn't appear ingame.

thanks, panschk. :)
About the gas, i was talking also for the gas in mains too...
Yeah fix the gas in the mains.

After that make it 0.9 or 1.0 or what ever^^
Nice lookin map. throw some mineral only's at 3 and 9 ?
updated to final version.
..only moved the main-gas away from minerals.

i uploaded a new obs version as well.
Protoss Temple is gone? The building to the exp..
Just checked, the temple is still there, in melee version at least. Did you open the map with Staredit? Staredit does not display those sprite units (and it will delete them if you save)
"i find this map pretty messed up.
i played with 8 people [ four games] and it wasnt that cool, some goliaths get stuck when they are walking and .. just ugh. "

Someone from posted this. Just thought you should know. ^^
A korean :)
i just watched the replays of the tourney and noticed, that the buildings didn't show up ingame.. T_T and i could have sweared i tested it. checked the map and found out, that i placed the sprits for player 1 istead of 12 -_-;
didn't see any other gameplay problems, so the readding of the temples is the only change in this update.
mushu\ a comment like that dosen't really help.. : there are so many ways to stuck goliaths afaik. without telling me where and how they get stuck (e.g. providing the rep) i can't help him.
Cross positions is no thx on this map :(
from the look, I actually thing this is one of the rare maps where cross positions is not that unfair like on many other maps. There is no huge middle you only have to cross when playing cross pos like on luna for example.


--YoaSakuRa vs Ruso[Pl](1on1, 1.13)
--LGI, Malogalotalotim vs bakura_4, CuMoHa_15(2on2, 1.13)
--LGI, U4a_Se_O6te vs METtt, Selffer(2on2, 1.13)
--LGI vs I[AnGel]I(1on1, 1.13)
--Zalf vs gsense.leuk(1on1, 1.13)
--gsense.Leuk vs Zalf(1on1, 1.13)
--batu[DxS] vs jk)crt(1on1, 1.13)
--Grazze vs Mireille(1on1, 1.13)
--Grazze vs Mireille(1on1, 1.13)
--Quirm vs, 1.13)
--Quirm vs Ghost[5thf](1on1, 1.13)
--gsense.Leuk vs Mireille(1on1, 1.13)
--uG-ALF-vc vs sfc_haiku(1on1, 1.13)
--PAIN vs [GO]DexteR(1on1, 1.13)
--sC4s]StInG vs Me_Sir-Lancelot(1on1, 1.13)
--Me_Sir-Lancelot vs sC4s]StInG(1on1, 1.13)
-- vs (, )
--[GO]Dexter vs PAIN(1on1, 1.13)
--nF_Chance vs sC4s]StInG(1on1, 1.13)

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