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Last update for (4)High Voltage : 2007, 01, 05 21:46
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1859 (4)High Voltage 128*128Salazar Slytherin2.4final

The map has been rated 23 times and got a total of 55 points
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Comments:   GMCS (0 elements)


EffectHypnotize
wow. wtf! cool!
MilleniumArmy
I was going to do something like this some time ago.

But I dunno... pathing looks like a bitch to me, as well as the lack of expos
Nightmarjoo
Very interesting, but pathing will definitely be awful, and the map could really use some more expos. The mineral walls in the middle you can't build near hardly count as expos.
boongee
the pathing is so bad my head just exploded
tktkvroom
bad map
Antares
so mean map and R.I.P normal pathfinding :) it doesnt exist and not just in the base-to-base passages, but nowhere
flothefreak
but good excessive use of a new idea. you gotta appreciate it. i for my part, am playing with another idea similar to this for a while now
spinesheath
I would get rid of most of the mineral on the outer ring, and keep the whole map pretty low money - except for that mass minerals in the middle of course.
PsychoTEMPlar
Well I like it... I'll probably play on it with Mushu or something. Might not be a very gosu replay though XD
lnept
just get rid of the mineral bridges and voila, decent pathing...

all youll have to do is play like blitz or peaks of baekdu where you have to really watch your army.
lnept
and...i laughed out loud when tktkvroom said this was a bad map. plz kid.
NastyMarine
lol very cool! it def has sex appeal and its very interesting. U really should explain ur maps when u post. especially tell us what the amounts of the minerals are in each area etc. but all in all A+ for execution and original idea. It also looks pretty stable for such an experimental map.

However the map needs gas somewhere cuz there is no sound min only for good resource flow. Possibly somewhere in the middle u should add 2 expos with gas? I think the map would benifit alot by it.
Nightmarjoo
Ok I played it; was a short game though, pathing was almost no problem at all though.

The mineral walls in your nat are useless, my workers mined it out and I didn't realize it until it was gone; when workers are wandering they end up mining the mineral wall and it mines quickly and it therefore useless.

I suggest making the outside edge of the middle buildable so you could make a building in the middle to mine those mineral blocks (each has 100 minerals), otherwise they are useless.
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