| Back to "final" maps. Show all maps. Last update for (4)Alert Eye : 2005, 12, 24 02:56
mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 781 | (4)Alert Eye | 128*128 | 9667 | 2.4 | final | | The map has been rated 8 times and got a total of 19 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
flothefreak | | | welcome to BWMN :)
looks very cool, nice conept. but (big flaw) the neutral expansions are not balanced at all :(
make sure you cannot drop tanks into small holes of the "filling" cliff-walls.
very nice design+mapping style btw
| LGI | | | Dude the map looks very good, i like it a lot. Now here is what i suggest you to fix:
1) Fix gas issues at mains.
2) Change all gas positions at first gas expand of each player. Just switch the top position gas at botton, and the bottom one at top. You just block the entrance at top left location, but if you move only this gas, it would be imba for the other locations, so you better switch all of them.
3) Central gas natural expands - make the bottom one without a drop zones for tanks (just what folthefreak point).
4) The High Rised Jungle at each player is not very fair for everyone. At top left position, you can almost hit the minerals blocks (or you can hit them, i don't know i haven't test it with tanks) on the bottom right position is the same situation.
5) NOW THIS IS VERY IMPORTANT! Do you see purps and blues expansions? Yes? And what can you see? That they CAN be shoot with tanks from the other side! So you have 2 solutions.
5.1) Make them all safe from tanks range.
5.2) Make them all like purps and blues expands (wich is more easy, imo) | SummerSky | | | r u 'Young'? if u r, hi :) | LGI | | | I was almost sure, that he is a korean ^^ |
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