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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 2484 | (4)Chaos Circuit 2.43 | 128*128 | SpoR | 2.6 | beta | | The map has been rated 21 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
SpoR | | | For some reason the original version of this map was deleted from the database.
So I decided to rework it with all the new stuff that has been discovered since I first created the map like 2 years ago.
Added upward ramps, neutral blocks, creep colonies (can't get them to show up yet), Hallucinated mineral blocks/Kakyrus, HQ blocks, etc.
I checked all the hallucinated minblock ramps, they can all be blocked with typical BSS.
I wanted to put a 24 count mineral block on the center of the alternate ramp, but I can't figure it out.
Which ramp do you guys think should be the main ramp without the mineral on it? Should I move the ramps around?
Balance-
Tanks can't shoot to islands.
Some gas nats have gas issue but its positional for drops so I must have gas near ledge.
Mains have proper gas issue.
Mineral onlys can be tanked from center but not the actual worker lines (just right outside them).
Min blocks at nat and islands.
Can still lay a building nearest nat geyser but far from minerals if need be.
Tested Psi Disruptors, ghosts cannot fit around them. They have 2000 hp, maybe I should raise it to like 5k or break the terrain all together. modified by SpoR | SpoR | | | bump | FateD | | | Sorry spor but I think you should try to open up the middle or make the middle bigger somehow, maybe by connecting the islands or idk, bc right now, Theres not enough room at middle for lategames |
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