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Last update for (2)Chichen Itza : 2009, 03, 05 01:14
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2968 (2)Chichen Itza 128*96ProTosS4EveR2.5betaground

The map has been rated 22 times and got a total of 55 points
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Comments:   GMCS (0 elements)


ProTosS4EveR
I was so bored that i made a map before TSL

1 mineral field more than in PA, idk if main size is good :/


by the way, first time i make this symetry
modified by ProTosS4EveR
MorroW
"by the way, first time i make this symetry"

really nice job on that one

the edge expands feels alittle easy to defend (wider ramps maybe)

i smell t>p >:)
PsychoTemplar
Main to main distances are really close o.o I mean by ground, if you look at PA they have to do this sort of loop across the map, but you've cut the distance in half :X
Crackling
awww thats far under what you usually make p4ever :(
Grief_Stricken
i second psycho t. by such a short distance no one can face a protoss.once protoss...protoss4ever,right?
-_- you must fix the distance between the start positions,otherwise the map is not much worth.

a other thing that i would change are the ramps with sprites.they need to be larger - hard for zerg to move along the map.also protoss can defend them far to easy from the high ground
ProTosS4EveR
update

I tried to make distances between bases longer, i did my best.

Is the hill in the middle a good idea? I know the middle is now tighter.
I can still make the middle larger with moving the hill closer to the island.

ha, i widened ramps at the corners
modified by ProTosS4EveR
Nightmarjoo
For this to play well you need to connect the hill with the other two highgrounds.
ProTosS4EveR
mmm, that's right if the map has not to be too turtlesque, defence near the stasis cell ramp and u got nat+2expo :(
but it'll crush a bit the original concept :((
anotak
5pool every game
ProTosS4EveR
same main to main distance as PA.
illisid
Im not sure how useful it is but I uploaded a replay. Just so you know tanks can snipe the north base's gas in the nat.
ProTosS4EveR
updated this
removed buildings in the ramps
moved 3rd gas from the corners to 3oclock and 6oclock expo
linked highground in the middle
top gas nat is still tankable from the cliff, and focking tanks can shoot it because of 2 or 3 chitty pixels -.-
if you try the map, don't shoot top nat gas pls
i go sleep, cya
modified by ProTosS4EveR
Testbug
moved 3rd gas from the corners to the center-left and center-bottom expo

you mean, 3 o'clock? that's not left
can't you place a building or an unwalkable snoe tile to prevent tanks to shoot the top nat?
ProTosS4EveR
ah thx testbug for the idea placing a khaladrin there, i searched some tiles but none of them was as i wanted.

i rectified "moved 3rd gas...."
modified by ProTosS4EveR
Starparty
make water instead of ice between the bases. cheesing with tanks are gonna be as strong as 9 - 6 dropship push on old LT
ProTosS4EveR
unwalkable ice :>
Sky.Shifting)P
The chicken map looks nice other then a few issues
ProTosS4EveR
what?

i thought you were talking about decafchicken T_T
modified by ProTosS4EveR
Nightmarjoo
Push the whole middle towards bottom right, erasing or massively shrinking the ice around the island would help the map a lot imo. Also, the two corner expos have too much space imo.
ProTosS4EveR
what about this?
testbug
NE and SW expor are okay, place them back! it's really far from NE/SE to 6/3 expos or minonlies so it's okay.

nat to nat is too short, and the choke is too opened (i mean, it's like rush hour, the choke was a tight bridge but once youy pass the bridge, the nat is very open for msunken colonies vs terran marines) here, once you pass the wall, it's too opened too.

what about making the choke face the sides?
(i mean, pacing the tight choke nmore to the edge)
they are too near now.
modified by testbug
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--illisid vs teacup(1on1, 1.16)

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