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Last update for (4)Ta : 2013, 03, 27 22:12
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4609 (4)Ta 128*128PhilipJayFry2.6betaground

The map has been rated 21 times and got a total of 55 points
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Comments:   GMCS (11 elements)


PhilipJayFry
Don't know why it didn't worked, but this should have the name: Taina
to make it easier to analyse, here some pictures:
Unit-Movement:

Building-Placement:

I think i got a bit inspired by Wind and Cloud. the expos that are infront of the naturals (on the same lowground) have 1x 500 mins, 5x 1000mins, 1x 3000 gas
traceurling
Should be good for macro games...I feel like center expos should have a bit more build able area...also might be too much wasted space?
Freakling
Wasted space making everything tighter thatn it ought to be and the centre expos being too close together (partly as a result of the inefficient overall use of space) are the main problems here.
I also think there are too many unpassable doodads cluttering up the already tight space in the middle.

Give me some time, maybe an idea for a more constructive answer come up in my head...

Have you tried reuploading the map? A melee version would certainly be good.
modified by Freakling
CrystalDrag
Taino
i->(
o->)
(4)Ta = Website.

My two cents is

*The borders are high ground clutter, this map suppose to encourage drops? :D

*push the 3rds into the unused space and make them highground with ramp (1 or two widE)

*cut off just enough clutter for the middle expansions so you can push them away from the center, while maintaining a safe natural from tanks, may make them high ground as well.

*Remove clutter from middle or add double gas to middle, currently no purpose to cross through the middle other than a rush passage on cross spawns.

*Change the gas positions so they are good
(http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=35)Article!

*Square blocks dont look that attractive to me, but i suppose it doesnt matter much :P

Check GMCS for where I would suggest (might not be good... but :P)

modified by CrystalDrag
Freakling
My idea would be to put both the 3rds and 4ths along alternate high ground paths to the centre where the huge clutter areas are now.
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