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Last update for (4)King-Zun 2.0 : 2017, 11, 05 03:33
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4994 (4)King-Zun 2.0 128*128Keias2.4betaground

The map has been rated 8 times and got a total of 19 points
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Comments:   GMCS (0 elements)


Dabura-Z
Looks really good dude
DemonKF
:O Downloading..
SBL-Keias
thaks
if you want, you can see this map in Remasterd.

Youtube Link
https://www.youtube.com/watch?v=i3nN8nsiseg
SiaBBo
Natural is very awkward. Nat to nat distance looks very small.
SBL-Keias
New Update to 1.9

18/10/2017
Preview in Remasterd
https://www.youtube.com/watch?v=RxwZSFVsPaM
modified by SBL-Keias
Freakling
Rushing distances are very short…
Eywa-
Given that a player can opt to take the back natural, the nat to nat distance may not be the biggest deal.

I'd be more concerned about the 4/5th being so close together.

There's also a lot of wasted space on the map that could be re-purposed into longer rush/push distance and more options for ground army movement.
JungleTerrain
The third gas (not backdoor) are weird and tight. Why not just have 1 neutral base at 3 and 9 respectively instead of 2 awkward ones? That way you can make it roomy and there are already a good amount of expansions per player considering each player location gets a free backdoor. One thing to take into account is that a player can take the main and they get a free backdoor (in this case its not like God's Garden in that they are completely safe from harass).

The nats are awkward looking but I guess it's fine to have a somewhat not safe-open nat since the backdoor is there (crossing field-like). Personally I would add a cliff behind the forward nat, and possibly the backdoor (it might be fine since the ramp helps mutas).

I might move the ramp closer to the nat to prevent runbys unless you want to keep it less safe. I prefer giving players the choice but in this case you might not.

Horizontal spawns just suck. Nothing interesting about it, just 1 push to win and not much room for counterattack. As a terran in a tvp i would just mine up the other path and do a push, leaving the protoss with limited options. I suppose the ramp ridge helps. I think you can fix this by 1) moving the nats closer to the edges of the map and 2)having the nats funnel more out into the middle of the map as opposed to horizontally.

On the other hand, vertical spawns looks good. 2 good paths to the enemy gives choices. I would get rid of the minerals in the middle of the map, don't see anyone taking those or they might get in the way of army pathing vertically w/e etc.

your ramps look kinda weird, I haven't opened the map, but make sure elevation levels are good.

Other than that looks pretty solid, I think you could possibly sneak some island expansions at 12 and 6 if you used the space better.
modified by JungleTerrain
SBL-Keias
New Update to 2.0

22/10/2017
Preview in Remasterd
https://www.youtube.com/watch?v=D2gVA129VpE
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