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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 5114 | (2)IronFlag_1.5 | 96*128 | TkTkVrooM | 2.6 | final | ground | The map has been rated 21 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
tktkvroom | | | YO~~~ | Jungleterrain | | | Yo | Freakling | | | Looks pretty good, but seems a bit overcrowded with expos for a map of this size. Would probably work better as a 112/120x128 map. | tktkvroom | | | it used to not have the islands, but saw a few games go over 40mins and they took all expos needed another gas xD | Freakling | | | As I said: Too many bases in too little space, what are players other to do than to take them all? No matter where you're at, the next base is literally just out the choke, or around the corner, or up ramp, or down a ramp. You get a mineral only right outside the nat and can take 6 bases one by one till you reach the corner (compared to like 4 on a standard map). Instead of cramming even more into that limited space you should expand the space. Get rid of the close mineral only altogether, the next gas base is easy enough to take and if you want to make it eve safer you could add some FS-like bridge shenanigans in front of the nat. You could probably add another expos at around 6/12 o'clock instead if you want to keep the map this expo-heavy, but only if you extended its width (to 112 or 120). | JungleTerrain | | | I'd reduce the number of expos, I think 1 mineral only is enough and 2-3 gas. Just make the space around them feel more strategically/positionally important. Not every game has to go over 40 mins anyways. Especially when you start off with a smaller map, as a mapmaker you've already accepted from the get-go that it implies shorter games, at least thats the way I see it | sTY_leZerG-eX | | | Hey Tk, long time
This is my favourite out of the lot! :D |
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