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Last update for (2)Phogna Bologna : 2011, 11, 16 22:50
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4423 (2)Phogna Bologna otherK_A2.4betaground

The map has been rated 8 times and got a total of 19 points
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K_A
New map Phogna Bologna
Pronouced Foh-nee Buh-loh-nee

Mineral Values in the middle 2 expansions
1500-1500-1500-500-500-8-500-500-1500-1500-1500
Creep Colonies at these 2 expansions prevent players from mining out the 8 value chunks without destroying them first (allowing for walking through the middle)

All of the other bases have standard 5000/1500 gas/mineral values.
modified by K_A
Phobic
Muta harass-GG. I would allow for turrets at natural or extend the main so that units can defend the natural mineral lines from high ground
JungleTerrain
Yeah, Muta harass is pretty strong on this map.

Why is everyone making double entrance naturals nowadays? They are inherently imbalanced.
CrystalDrag
^ Jep. ZvP Imba..
LasTCursE
lol at expo placement :D
CrystalDrag
Need to add tureet space
find a way protoss is not screwed vs 9 pool..

I think the north west part is the normal pathing, so how about temples at the ramps of the mineral onlies
sTY_leZerg-eX
oO This is nice, another map 4 the comp yes!
Freakling
Double entrance nat, Z>P, T>Z and from the looks of it I'd say T>P. block off the top path completely.

No one will ever take that low ground double gas expo.

There are way too few expos for a map this size.
K_A
12 expos is too few?
What's so bad about 2 enterances it allows for more flanking room.
I'll probably end up blocking off one of the paths anyways.
modified by K_A
JungleTerrain
"What's so bad about 2 enterances it allows for more flanking room."

Tears of the Moon. The map was removed from Starleague or w/e competition it was used because protoss could NOT win
ArcTimes
Yes :_( It was called "tears of the protoss" because of that.
LasTCursE
Fuck protoss :>
K_A
New buildings... Blue storm chokes at the low ground double gas :]
ArcTimes
Protoss rules :P
K_A
Is there anyway to get rid of the stupid crashing that happens when you play a map with 112 dimensions?
ArcTimes
Maps don't crash when they are 128x112. If anyone can enter your map, tell them to join again. It happen to me some times, and on 128x128 maps too.
K_A
O gawd I don't want to redo this all over again T.T
JungleTerrain
The map is 112x112? Idk if that makes it crash, maybe it does. 128x112 and 128x112 are sure to work though.
Freakling
112² doesn't work. I am not sure whether it crashes or just screws up the minimap.

I thought this was 128²... Redo it in 128x112.
K_A
New Size 128x112
JungleTerrain
Looks hard to expo once you get your first four bases.
K_A
LOL just realized this looks like Darth vader if you tilt your head left >.<
CrystalDrag
TANK THEM NATURAL MINERALS WITH A LIFTED FACTORY!
Hard third gas.
modified by CrystalDrag
K_A
You would need to build a fcatory....float it past your opponents base....land the factory....build a machine shop....build a tank....lift off the factory....and then float it over the base to see the minerals.
modified by K_A
Freakling
No, you just wall your ramp, lift your initial rax and send it over as scout, float a factory down, build a machine shop and tank the nat from the backdoor. You'd at least need another factory to somehom defend your main, though...
K_A
I think by that time you might just be dead...
and if you did it later on the person might have already opened up the path. Should I just use easier-to-kill buildings?
CrystalDrag
Push the neutral buildings back....
K_A
Fixed a problem that allowed certain units to cross through the top blue storm choke, and an issue preventing players from building on one of the geysers
CrystalDrag
Can tanks shoot the cc/hatch/nex behind the temples at the 3rds
K_A
They can reach the mineral lines, but they can\'t hit the building itself >.>

Edit:
Minor Bugfix Update
modified by K_A
CrystalDrag
Can tanks shoot the main gas?
It looks really close.
K_A
I'll have to check that some other time.

Minor Updates: Will be polishing this up for the tour.

Removed the creep colonies at the min onlies and added to the minerals in those spots. It takes 4 workers to mine all the way through efficiently. Hopefully this the route between the bases will be used now for hidden tech etc. Before that people didn't need to scout it but now they will.
modified by K_A
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