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Last update for (2)For toMorroW : 2008, 05, 14 14:18
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2965 (2)For toMorroW 128*96RaDiX2.1betahybrid

The map has been rated 9 times and got a total of 19 points
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Comments:   GMCS (0 elements)


RaDiX
Allright, my map map for TSL. Mineralblocks 24. Hope you like the map :)
RaDiX
"you'll have to make a 2 players map where big units (such as ultralisk and archons) have to take a big route, but zerglings, marines or zealots can walk through a small rush route (see Blue Storm)
this rush route will let units to pass as long as its 'Troy assimilators' are not destroyed! otherwise, any single unit (no matter it's size) will have to use the long route. (CHECK)

islands: NO (CHECK)
neutral buildings: YES (CHECK)
you can add islands that are blocked with neutral buildings like in HitchHicker, but make sure they don't cause path issue.
Number of players: 2 (CHECK)
size: 128x96 or 96x128 (CHECK)
Tileset: Jungle, Space, Twilight (CHECK)
(depens of neutral buildings. for example, you can't use temple sprites + space tileset)
help:
Blue Storm
Troy"
LML
seems pretty ok, and I like the name:D

modified by LML
Lancet
Nice map Radix but protoss can rebuild the assimilatorsif they are destroyed and restore pathing. Unless you intended it that way you may want to insert an unbuildable tile nearby so they cannot be rebuilt ingame.
MorroW
cool :D

just out of instincts i think z will always muta vs terran at this map
modified by MorroW
Testbug
niceeee mapppp, morroW is in trouble, smart from you to upload it here (may 3) while deadline is 15, so we will comment the map and you are able to make any edit you want.
RaDiX
feedback please :) (bump). Can't really see myself anything I should fix...
Nightmarjoo
What's the point of the mineral block rofl

Map is decent, I like it. The northern plateau might be a bit tight/unaccessible, I dunno.
MorroW
i think u should remove the stairs at 12, they just makes units fucked up if u know what i mean
Nightmarjoo
one staircase is fine, the other is bad. Look at (2)Angband 3600 ft. 1.2 for which one is good.
RaDiX
forgot to mention that units like scv's can pass the mineralblock... Should I change that?
modified by RaDiX
Nightmarjoo
Well it serves no function, especially allowing units to pass. If it was a true block, it still would only take a couple seconds to mine away =/
Testbug
zerglings are able to enter from north multy or minonly ramp, so terran my be in tourbles.

maybe you should open the multy, but protect it with neutral buildings? to make it the most important nat (because you won't have a second gass near your minony or the 12 minonly)
RaDiX
ye i will fix it somehow in few days.
Testbug
yeah, open the 3 and 6 choke and block it with neutral buildings ;)
also make a ramp from the 12 plateau to the elevated catwalk or something else prevent turtling
RaDiX
update:

-Widened the 3 & 6 o'clock ramps and blocked with neutral buildings
-mineral blocks to multi reduced to 96, so it takes a bit more time to get the expand.
-6 o'clock expand remade

is it better?
modified by RaDiX
MorroW
dont like the neutral buildings

but 5 o clock is better
MorroW
6...
RaDiX
testbug suggested it, so ofc I did it... It's his competition 8D
MorroW
This post is not displayed due to its content
Nightmarjoo
I don't like the neutrals or the high min block

your minerals are bad
Testbug
i wanted to say that removing the mineral block and blocking it with neutral buildings instead of the mineral wall.

also the wasted space (i mean the "space") can be used, by adding ramps that leads to the elevated catwalk?
RaDiX
I got some new ideas for this map. I'll edit it toMorroW.
Crackling
ha ha
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