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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 3755 | (2)Separation | 128*128 | Neon | 2.6 | beta | ground | 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).
Neon | | | Current work in progress, I was originally going to leave it as it was, but I'm not really satisfied with some things.
I wanted to try somewhat centered mains, but it turned out to be harder to work on than I first thought, so after tweaking around a lot it still remains rather experimental.
The choke between the ramps part of cliff and actual main is wallable with rax and 2 supply and alike.
Lack of real natural/closest ones being rather tricky to defend worries me, but I don't really know how to rework them without changing the concept too much. Hopefully the ground travel distance makes them easier to take than it looks.
I couldn't really place the gases in mains without moving the start locations closer to edges, since without gas problem either player's gas would have suffered from being siegeable.
Is it too much advantage/disadvantage that another player's gas faces towards his opponent's base in this setup? There's a bit room for turrets and alike between the gas and cliff.
At least siege problems should be mostly fixed.
I was hoping the landscape to promote air/drop play and harass/low eco play, but I probably went too far with it, comments and suggestions appreciated.
| coV | | | Well first of all the inverted snow ramps looks weird.
http://www.panschk.de/mappage/comments.php?mapid=2768 this is a better ramps IMO.
I don't know how to add a natural unless you make that high cliff bigger. If you do that the second natural should be at 9 and 3 and that would make it more open. Take out the gas at 7 and 2 and put less minerals since you wanted low economy.
That's all I got to say right now. |
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