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Last update for (4)Zerg Parking : 2012, 12, 24 12:35
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4548 (4)Zerg Parking 128*128policexiang2.5betaground

The map has been rated 22 times and got a total of 55 points
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Comments:   GMCS (0 elements)


Freakling
Weird picture?
Why would Zerg need parking spaces O_o?!
policexiang
Because the zerg learning the human science and technology, blended in human life
NegativeZero
Some natural positions look considerably easier to FFE than others. There's a reason the symmetry tool in the editor exists...
modified by NegativeZero
CrystalDrag
SCMdraft does not do pictures like this?
Red and purple naturals will be harder to FFE than on the other ones.
You should have themed the map (and possibly the tileset) so that would happen... jungle is more primitive relative to space.
Annd gas issue.
Annd bad tile editting
policexiang
Thanks for your advice, please give more ideas
Freakling
Could you make a better picture first, with SCMDraft.
One that displays all units and doodads correctly, as they would appear in-game.
CrystalDrag
Picture.
Freakling
The trees are simply a bad idea. Tried and tested... and deemed disfunctional (->Problems with (3)Demons Forest, read my tile effects guide for details)

All the ramps are just really badly pasted in, no blends at all, they don't even align with the surrounding cliffs in most locations.

Reminds me a bit of (4)Harmony/Sword in the moon.
Pathing issues need to be checked, I guess...

You should make better use of symmetry, shapes are really different now and sizes don't match up at all. For example, SW main looks quite all right, others seem big, SE is simply and utterly HUGE.
modified by Freakling
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