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Last update for (4)Clastic Isle 1.1 : 2007, 02, 08 21:59
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
977 (4)Clastic Isle 1.1 128*128Nightmarjoo2.6final

The map has been rated 21 times and got a total of 55 points
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Comments:   GMCS (4 elements)


nastymarine.
good idea.. but the map isnt wide enuff for what ur trying to do here... the middle is jus too crowded wit the expos and then u add battles .. it jus wuldnt work.. and check teals base .. there is a space where smaller units dont hafta walk around the highground.. the can jusw slip thru the narrow spot... ill put it up on gmcs. u got a good idea tho i like that concept
Your˙Name
Its Great but remake it wider.
(Nightmarjoo)
Theres no gap.
(Nightmarjoo)
In teals wall thing i mean, units cant get through that.
flothefreak
failed undeliberated concept: +1
that's almost mosq-style, but sorry, this one just doesn't work for good gameplay imo
Your Name
Your comment
Your Anus
I think it was a deliberate concept chose a better word.
mg
there is a huge gap at blue's base tho
(Nightmarjoo)
This is what I did to Clastic Isle to make Clastic Isle 1.1

* took out center expos
* edited North plateau mineral expo cliff so tanks cannot be dropped there
* edited the pathway for W main and E main to the plateau mineral expos, i

took out some of the dirt divider to give more room to the ramp opening,

and to make those pathways farther from the ramp and so you cannot wall

both the ramp and pathway at once
* i edited E main ramp so it requires a rax and a depot to wall rather than

just a rax, and pushed the E most cliff of E main to compensate
* fixed a gap in S main dirt divider with a small doodad that cannot be

walked on
* moved E main sl up, it was placed too low and was ergo farther from gas

than others
* added rocks to very center to force push buildings t closer to the cliffs to

be cliffed and more easily hit by sneaking air - not sure if this helps or if it

ought to be undone
* moved E plateau mineral expo cliff up and the minerals up a bit so hatch

larva are not all in one place against the other cliff, which was not

noticeable in editor or in pic
* placed critters in the dirt dividers in the mains to prevent tanks from being

dropped in
* added stuff in water to fill some open blue
(Nightmarjoo)
Sorry about the above being so wierd looking, i used notepad and just copied and pasted.
panschk[FP]
Its readable;)

Get just rid of the mineral only bases in the middle. It`s too much.

Also work on the walking paths, for example at the naturals. They should be clear, no problem wth mining workers etc.
RaDiX
Any of those 2. naturals can't be grabbed, becouse almost any unit could hit the workers, if you understand what i mean..
Nightmarjoo
lol this is one of my really old maps, it has many issues :) I don't feel like/have the time to edit map old maps =/

This map was like my first stab at a standard map, while including some Nightmarjoo-Difference :)
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