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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4578 | (2)New Moon Rising | 128*128 | Excalibur | 2.2 | beta | ground | The map has been rated 25 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Excalibur | | | Just made this. Not deco'd or anything because as usual my idea for a concept outstrips my ability to execute. So no matter how pretty I go and make this its not going to be any good. I was hoping one of the better mappers here might take an interest in it and work with me on it, but I doubt it.
Not sure about if I want to add some neutral buildings or some min blocks for the secondary ramp from the main. Anyway, comments extremely welcome, as I think this one has a lot of potential if I can get some help with it. | Freakling | | | - very tight, everywhere, only way to deal with terran is to take another path and counterattack his base before he reaches yours. If your base trade doesn't work out, you have pretty much lost.
- very (4)-ish
- spawn to nat distance is way too long, even with all that turret space mutas will be way too hard to deal with.
| Excalibur | | | Suggestions than Freaky? D:
I can probably loosen the map up a bit.
I'd have made it a (4) but I can't do 4 player rotational, trust me I've tried.
Little worried about moving mains closer to nat but we'll see. | Freakling | | | Either make the ramps to the middle and the middle itself much wider.
Or reduce the corner ecpos, get rid of most of the low rocky ground paths and use that space to wide the plateaus.
The latter could be interesting... You'd get a wide circular plateau for armies to move around and engage and some tighter low ground middle path.
Any way, I would get rid of two of the mineral onlies, that area is far too overcrowded now. Focuss on some interesting path design instead. |
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