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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4688 | (2)Black and Green | 128*96 | Excalibur | 2.4 | beta | ground | The map has been rated 23 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
greatn00b | | | Are the mains tankable? | NegativeZero | | | Excalibur? | Excalibur | | | I was hoping I wouldn\'t get guessed so quick. :P
Hi all.
Back door minblocks are 8 a piece.
Suggestions? I really like this one and would like to make it better. modified by Excalibur | NegativeZero | | | Your maps have a very distinctive style. Usually jungle, with some big ruins formations; lots of narrow corridors, back-door passages, etc. filled with crushed rock; mains are frequently not in the corners. Oh, and there's often no solid/easy 3rd gas option for zerg, lol. | Excalibur | | | Hey that backdoor nat is perfectly fine. If not the one right outside the nat isn't bad either. :P
I have a thing for maps with multi-path. I have a lot of concepts in my head that unfortunately I just can't execute, so I wind up making maps that are so-so. :( | Excalibur | | | Updates:
Reshaped minonly to fix mains being tankable.
Changed backdoor from minblock to neutral. A spider mine blocks building in the backdoor nat to force detection, I believe this is a Z advantage yes?
Changed mineral counts a bit, map was too poor for the low expo count.
Added egg path to nat.
To do:
Finish deco/doodads.
Fix up isom formations.
Fix tank holes.
Get suggestions to make map better. ;) modified by Excalibur | CrystalDrag | | | Bad for Z unless 3 hatch muta, no space for flanks.
Most likely there is a path issue, when one's army will try to go through a backdoor...
| Excalibur | | | Updated. |
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