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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4754 | (2)Red Canyon 0.2 | 128*128 | Wing Zero | 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).
wing zero | | | hello this is a remodeled version of my previous map desert.
older version 0.1
modified by wing zero | Chef | | | Really good. Don't know if you need a mineral block on the semi-islands, but I like the new version's expansion layout and attack paths much better. Seems very playable. | Freakling | | | Nice update. I'd remove the gas from one of the peripheral expos, though, there are just too many resources that a terran player can easily take and defend by just slow pushing counterclockwise along the periphery. And there's still no good location to efficiently flank that kind of movement. | Chef | | | It's not untrue, but I think if Terran just tries to gum up those two chokes for 5 gas, he'll have a lot of trouble vs carriers and arbitors when he starts moving toward Protoss. The 6th and 7th gases Terran wants are great places for carrier micro, there are good flanks for when terran starts to actually threaten Protoss expos, and the ground distance is long and winds, which is favourable for recalls.
IMO Terran kinda wants to take the mineral only and the highground gas nearby to form a good triangle around his main to protect from recalls, which forces him into somewhat more open ground.
You could maybe take the gas away from the low-ground near the wide bridges, but I don't know how much it matters. | CardinalAllin | | | I would make the islands into paths; delete the resources and add large ramps to both top and bottom.
Id move the high ground 3 and 9 base closer to the mineral onlys too. Make the path into the 4 o clock and 10 o clock bases wider too. |
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