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Last update for (4)Toad Stone : 2015, 09, 08 21:54
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4699 (4)Toad Stone 128*128CardinalAllin0.3finalground

The map has been rated 57 times and got a total of 19 points
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Comments:   GMCS (0 elements)


CardinalAllin
21st October 2013
Version 0.1 Toad Stone

Version 0.2
-Widened gap between the 3rds and added a cliff.

Version 0.5
-Smaller 3rds with bigger ramps.
-Removed centre hill

Version 0.8
-Changed middle
-Tweaks

10th November 2013
Version 1.0
-Tweaks

3rd April 2014
Version 1.1
-Remixed naturals
-Added clutter to increase nat to nat distance vertically to compensate
-Moved gas at 3 and 9 o clock to compensate
-Changed main mineral formations
-Flowers and cabbages

The natural choke is 6 tiles but can be made wider by killing the 3 eggs. There are unbuildable tiles which prevent terran from being able to wall the choke with 1 rax 2 depot.
Protoss can wall this choke with 3 pylons though.

22nd June 2014
Version 1.2
-Made unbuildable tiles clearer at the nats
-More space for sunks at the south nats
-Cant build in the pocket behind the main mineral line

8th September 2014
Version 1.3
-Changed decoration on the ridges
modified by CardinalAllin
CrystalDrag
All your layouts seem to have a FS main/natural/3rd..
traceurling
I don't think Axial Symmetry Fighting Spirit has been tried yet...
modified by traceurling
CrystalDrag
I don't think Axial Symmetry Fighting Spirit has been tried yet...
Taranok

I don't think Axial Symmetry Fighting Spirit has been tried yet...
Freakling
You know what I think?:
I don't think Symmetrically fighting Axial Spirit has tried being yet…
CardinalAllin
Do you guys fill in 'High Templar holes' ?
Freakling
If you can actually drop a HT there and it's in a key spot like right behind the mineral lines of some expo, then you are probably safe doing so.
traceurling
That face when there's a ghost hole behind the natural and you get nuked :)
traceurling
Also I'm personally not a fan of the using the bush thingies to mark out where people should place their buildings I just feel like it looks weird aesthetically
CrystalDrag
If you are super concerned about ghost, then you can blend the high ground to water... though that looks bad for all tilesets with the exception of ash. I think.
^Agreed, if i put it in at all i only do 4 corners for the 4x3 buildings. And i usually only do it for the natural expansion. so that FFE protoss does not block their nexus. (Then again, a lot of recent protoss walls use their pylon at the choke on the bottom cliff or the right cliff.)
CardinalAllin
Ive updated to version 0.4 now.

@crystaldrag, I did outpost to water blend on Checkpoint and I think it looks good, but I agree; the jungle tileset going from high dirt to water doesnt really work. I was tempted to do it anyway cus its clean but nah. And using Temple instead introduces other blending problems.

Decided to fill in HT holes around the nats.

I also agree the building markers are ugly. Gunna keep them for now though.
Freakling
Building markers look much better if you mix them up with different doodads. There's a plethora of them available for jungle tileset.
traceurling
AHAHAHAHAHAHA YES I HAVE IT
traceurling
Did someone already take red :\ I feel like someone already did....
Freakling
You can customize your red, use font color=#BB0055 or something...

But at some point we probably need to ask Panschk to delete all the unused accounts of random rainbow experimentation ;P
modified by Freakling
traceurling
Fancy...Ill try it out...
t
Or everyone couldve just tried their rainbow experiments on the forums or something...does having accounts put a strain on the site?
Also is it possible to bold/italicize names
I guess Ill stick with this for now until I find a color I like
traceurling
modified by traceurling
traceurling
It suddenly strikes me that this somewhat resembles Bird Nest
http://www.panschk.de/mappage/pics/4620.jpg in terms of expo layout
NegativeZero
test
NegativeZero
wtf that was supposed to be dark blue
NegativeZero
i like grey anyway, i'm boring
modified by NegativeZero
CardinalAllin
Version 0.8 uploaded
-Changed middle
-Tweaks
CardinalAllin
10th November 2013
Version 1.0
-Tweaks
traceurling
You should upload the replays just for prosperity c:
traceurling
Also I should be able to get online more, so if anyone wants to test maps I'll do it when I'm on...not quite sure when my regular hours will be...but I need some relaxed games I'm at 1850 points and ladder anxiety is getting to me
XeLious
This post is not displayed due to its content
CrystalDrag
This post is not displayed due to its content
CardinalAllin
3rd April 2014
Version 1.1 uploaded
-Remixed naturals
-Added clutter to increase nat to nat distance vertically to compensate
-Moved gas at 3 and 9 o clock to compensate
-Changed main mineral formations
-Flowers and cabbages

The natural choke is 6 tiles but can be made wider by killing the 3 eggs. There are unbuildable tiles which prevent terran from being able to wall the choke with 1 rax 2 depot.
Protoss can wall this choke with 3 pylons though.



CardinalAllin
22nd June 2014
Version 1.2
-Made unbuildable tiles clearer at the nats
-More space for sunks at the south nats
-Cant build in the pocket behind the main mineral line
modified by CardinalAllin
CardinalAllin
neobowman
Wait, since when can you change your name color.
CardinalAllin
8th September 2014
Version 1.3
-Changed decoration on the ridges


Also...



Announcement on BWMN forum

Announcement on iCCup

modified by CardinalAllin
CrystalDrag
they are using an old version of crossgame.. i think the high ground ridges near the vision blockers was extended by freakling?
Freakling
Maybe its just an old picture? I don't know, if they DLed the map from BWMN it can only be the newest version...
Freakling
Cardinal, are you going to expand the Liquipedia article of this map ?
CardinalAllin
ok, i submitted hotfix to my 3 maps.
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