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Last update for (2)Friction : 2007, 02, 03 17:58
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1852 (2)Friction 128*128illskillz2.6beta

The map has been rated 21 times and got a total of 55 points
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Comments:   GMCS (0 elements)


illskillz
...
modified by illskillz
Nightmarjoo
Pic added
SynDrome
make space maps symetrical next time
illskillz
yeah I have a big trouble with the symetrical part...
It is supposed to be symetrical :)
modified by illskillz
spinesheath
Even space maps don't need to be symmetrical all the time. What is important is that you use straight lines. Well, not even that. The most important thing is to keep everything in the same style.
But "perfect" symmetry is the easiest way to achieve the mentioned things.

A map with such a layout shoud be perfectly symmeric, though.

I won't mention all the details, since there is one MAJOR flaw that renders the whole map useless: There only is one long, tight path to your enemy.
A map needs flanking room, alternative routes, expansions off the roads, stuff like that. Otherwise it's t>p, t>z and p>z.
illskillz
yeah didn't think of that
i will redo it with some flanking improvement
illskillz
TOTALLY UPDATED
(sorry for the nasty quality of the picture)
spinesheath
Certainly a LOT better. But actually it doesn't really offer flanking room ;) There are alternative routes instead, which is also a possible solution.

Some major things:
- Main bases too small
- a wider main path would be nice (the route your units take from P1 to P2)
- no command centers, you'll be associated with GriG.
- needs better expo placement, a natural would be nice
- expo@3 is RICH, but there are only 2 small paths to it. Rich expoes should not be that well protected.
illskillz
thanks alot man tomorrow i'll work on these points
btw CC mistake, forgot to remove it, and expo@3 will have less resources -2 blocks of minerals and gas=2000/2500
Antares
gee, what did you do the jpg? :)

about the map: now you can flank, but the routes are still tight and a bit boring. there are really small mains, where you can hardly build anything, but tons of wasted space that could be used to enlarge the paths and the main. im not fancy with this expansion layout too. it helps turtling while there are so few and zerg cannot expand, which is not so good.
illskillz
* UPDATE *
+ more buildable space @ locations
+ naturals
+ wider main paths
+ wider paths to rich exp @ 3 (looks like Batman logo ^^)
+ left corner expos become air
illskillz
* Ctrl+F5 to see jpg if shows the old one.
Replays


--balachor vs m1das(1on1, 1.14)
--balachor vs dogzilla(1on1, 1.14)
--balachor vs .-=Zerg=-.(1on1, 1.14)
--balachor vs BiG_HuNteR(1on1, 1.14)
--balachor vs BiG_HuNteR(1on1, 1.14)
--DoMonk vs misscrazy(1on1, 1.14)

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