broodwarmaps.net banner

BWMN Time
11/24/2024
16:26
News
new account
list users
Login:
name:
:PW.:
Replays
Map DB
ICCup
Map Access
New map
Edit map
 


Back to "beta" maps.   Show all maps.
Last update for (2)Walking on Fire : 2008, 06, 11 06:55
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3047 (2)Walking on Fire 96*128SiaBBo2.6betaground

The map has been rated 21 times and got a total of 55 points
<<>>
Download
Melee


You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Comments:   GMCS (38 elements)


SiaBBo
I tried something new.
Crackling
you better didnt -.-

very long main2main distance, no flankroom in the middle, gas missing at upright corner, highground at nat makes all kind of contains imbalanced and impossible to break, by getting your first minonly you control a total of _4_ expo, generally crappy expo placement

bad map sry :o
spinesheath
Due to the long main2main distance, contains will be ahrd to put up, though, because you should be able to get ahold of your highground. Then you grab your 2nd expansion and the game turns into pure mass.
jamssi
Added GMCS.
SiaBBo
I added new ramp.
I added mineral block to corner's ramps. They are 56. And there are those blocks so terran cant float cc there. They are 0.
And I added that gas. ;/


And removed unbuildable doodads. ^_^


Should i delete expos at 3 and 9?
modified by SiaBBo
MorroW
seems to have a boring game play
seems to be t>p

jamssis gmc about ramp add is a good idea :)
SiaBBo
Well, have to test it.
SiaBBo
And what shit is that? Some idiot rated 4 times 0 and added 34 gmcs. -_- Hell yeah.
jamssi
SiaBBo remove those GMCS :S
MorroW
well the gmcs do make a poiint, u should really do sth about this

also the rating ^^
modified by MorroW
Nightmarjoo
lol I reset gmcs.

The map looks fine to me, the middle is a bit tight, and 3/9 have too much room (better allocated to the middle itself, hitting two birds with one rock). You could work on the corner expos, right now they're really easy to take and impossible to attack. I reccomend moving them a bit, changing their shape, and either making it larger for drops or adding a second path, or both.
The mains also are pretty big, and main2nat distances are a bit long imo.
Replays



Upload replay for this map
Add your comment:


Because of heavy spam on the map comments, it is needed to be logged in to post. We are sorry that this has to be done because nothing else stops spam bots
random map
  (4)Sovereign
Newest updates:
  (2)Taurus 0.78
  (4)Espresso 0.61
  (4)Nocturne 1
  (4)Radiance 1.0b
  (4)Desert Rose 1.1b
  (3)Tempest 1.3c
  (2)Urban Jungle 1..
  (4)CHEERUP 0.72
  (3)Starboy 0.60
  (3)Maya 0.60
MOTM
  • month 6:
      (2)Butter 2.0b
  • MOTW
  • week 2021.01:
      (3) Lambda 1.0
  • Main Forum
  • New B..(Kroznade)
  • Magna..(addressee)
  • No Fo..(Pension)
  • Share..(Shade)R)
  • Feedback
  • This s..(ubaTaeCJ)
  • Rotati..(triller1)
  • Off Topic
  • Real L..(ubaTaeCJ)
  • scm dr..(addressee)
  • Vetera..(ProTosS4Ev)
  • Starcraft 2
  • announ..(triller1)
  • STARCR..(triller1)
  • Search Forum
    Articles:
     
  • x  
  • How to make larvae spawn at the bottom right corner  
  • Worker pathing guide - How to debug and balance resour
  • Competition:
     
  • Innovative Naturals Competition  
  • Tourney Map Pack Aspirant Suggestions  
  • Maps That Need A Remake  
  • Think Quick Map Contest ($100 prize)