jamssi | | |
Nothing special to say.
Comment please. |
SiaBBo | | |
As you know. Natural not defend ramp. (I think.)
Third gas is too hard. If you put gas to minonly it maybe make map turtle, and then move minonly somewhere.
I don't know. |
jamssi | | |
I tried to think some space for the 3rd gas, but I don't know where to put it.
And I don't like the idea to put gas to minonly. |
LasTCursE | | |
looks nice |
SiaBBo | | |
I don't think it is a good idea, but you have to add gas expo there. |
spinesheath | | |
I'd add gas to the minonlies, open up the choke there and try to squeeze a minonly somewhere below the main/nat. |
ProTosS4EveR | | |
nvm now modified by ProTosS4EveR |
jamssi | | |
I added new minonlys and edit center. |
SiaBBo | | |
I think it's badly placed. |
MorroW | | |
rotical imbalance
t>p
move blues start pos up with 1 hex
gj on symmetry
make middle unbuildable |
SiaBBo | | |
This gas thing is a problem. Terran can just tank it on those mains. And it's too easy gas, i think. I can't now cuz i haven't played this but i think.
You should move gas expo somewhere else. |
NastyMarine | | |
VERY VERY NICE!
You should post this map on teamliquid.net and gosugamers.net |
MorroW | | |
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Nightmarjoo | | |
Nasty hasn't seen anything besides the pretty picture in maps for a year or more now.
Pathing is linear, so your expo layout becomes very turtley, on top of there being obvious rotational symmetry imbalances with the gas expos being untakeable if your opponent happens to be next to yours. That's not a feature, or positional variety, or something interesting for gameplay, it's just an imbalance.
The bottom tile is unwalkable, so Blue's sl's minerals cannot be walked around, while you can at every other position.
The middle and smaller middles (between the min only and 3rd gas) are just a bunch of wasted space. Pathing is so linear there that you might as well make it tighter, and it wouldn't change anything, so all that space you put into making it open doesn't matter since you made it linear lol. You should remove the space holes in the middle, they're a big part of what makes the map so linear, and you should do something interesting with a highground complex of ramps and stuff, possibly with the min only cliffable against it or something.
The concept isn't terribly interesting either. Highground nat which isn't covered by the nat choke, but the nat choke is small so workers alone can cover it... it just makes the map hyper-turtley. You basically cannot open anything but FE, because it'll just put you behind. Map is thus turtley and strategically limited. The neutrals can be repaired if your enemy tries to attack them (and if you're terran), and you can easily shoot over them anyway, so they don't add much to the map, since there'll never be a scenario where you need to leave your base but cannot do so with the smaller nat ramp. modified by Nightmarjoo |
SiaBBo | | |
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jamssi | | |
I switched minonly's and expo´s places. |
Nightmarjoo | | |
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MorroW | | |
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SiaBBo | | |
I think this is pretty good map. |
SynDrome | | |
Well, the map forces you to fast expand and the third gas is a bit easy to get.
Well I dont know. I can give it a try. |
SiaBBo | | |
It's kinda open so i think it's not that easy. |