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[M] (4) Green Harvest - Page 2

Forum Index > SC2 Maps & Custom Games
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Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-07-13 13:19:49
July 13 2011 12:20 GMT
#21
On July 13 2011 21:00 Mereel wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=240056

i dont know if u changed it but if not u should do^^


Thanks Mereel. I will fix this ASAP!


Edit: FIXED!
TPW Map Maker - theplanetaryworkshop.com
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-07-22 23:46:31
July 22 2011 23:41 GMT
#22
The doodad work is amazing. Not only in the playable map area, but at the border themselves. I would add more details to the bottom left and right I think. Don't let any possible screen be just green fog.

What peopel dont realize about this is the very nice funky feature of the bridges that leads to a pair of super vespene geysers. They also function as a narrow path between your third and the third in the next base. I want to so badly see a game where ppl see and exploit this. I didnt notice this until I watched the replay you linked in the OP. Its hard to spot on the overview and easy to miss ingame. I see distance mining and I see lings runby. I just wish reapers could jump over the gates

Adding a mental note to myself to use campaign dependencies on my next map and just see what else there is to use.

The only concern I have is that in close pos, one player seems to be able to tank and harrass the other player's low gorund fourth from his high ground third.
http://mentalbalans.se/aggedesign
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