| Back to "league" maps. Show all maps. Last update for (4)Fortress : 2010, 03, 24 06:40
mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4054 | (4)Fortress | 128*128 | Proleague | 2.5 | league | ground | The map has been rated 22 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
neobowman | | | Tileset: Jungle
Size: 128 x 128
Positions: 2, 5, 8, 11
- Each place has different amount of resources. Main minerals patches are at 1500, natural at 1750, 3rd at 1250, and island at 1000.
- Only workers can cross the paths at the corner expansions using the mineral patches. Other units cannot walk there due to the gates.
- There are 24 stacked mineral patches at the entrance of corner expansions.
Rush time: 31 seconds (horizontal and vertical), 37 seconds (diagonal)
I don't know WTF Kespa was smoking when they brought this in. It's like DMZ where they see a cool concept and make a half-assed map to use it. I hope it's gone midway through the season.
Download is filler for now. modified by neobowman | ProTosS4EveR | | | jesus christ | LasTCursE | | | well almost awesome..
Grand line,Polaris and Inferno FTW
Ghost,Checkmate,Fortress SUCK RLY BAd ; modified by LasTCursE | Nightmarjoo | | | I don't mind this map. It might have boring gameplay though. | Impervious | | | I want to see how the pros abuse the corner expansions. It could be pretty interesting. Proxy stargates, robo, or starports anyone?
This might actually be a pretty cool 1v1 map. I can see drop/air play being useful, I can see a pretty open middle for big armies clashing, and I can see some tighter paths which can be used to fall-back to. It's got a lot of elements of a good map, from the perspective of how it will play out.
But it is boring looking..... |
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