![[image loading]](http://i.imgur.com/SlhdG.jpg)
Tremors (Night Tremors on NA)
136x160
All Servers
Overview:
![[image loading]](http://i.imgur.com/llE3bor.jpg)
Pretty Pics:
+ Show Spoiler +
![[image loading]](http://i.imgur.com/uvf9e9q.png)
![[image loading]](http://i.imgur.com/yPwqzKK.png)
![[image loading]](http://i.imgur.com/XBh5FYW.png)
![[image loading]](http://i.imgur.com/ICHQPvx.png)
Feedback always welcome.
| Forum Index > SC2 Maps & Custom Games |
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lorestarcraft
United States1049 Posts
![]() Tremors (Night Tremors on NA) 136x160 All Servers Overview: ![]() Pretty Pics: + Show Spoiler + ![]() ![]() ![]() ![]() Feedback always welcome. | ||
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skdeimos
Canada155 Posts
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lorestarcraft
United States1049 Posts
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lorestarcraft
United States1049 Posts
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IeZaeL
Italy991 Posts
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-NegativeZero-
United States2142 Posts
The choice of textures is outstanding, very unique/creative theme. | ||
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RFDaemoniac
United States544 Posts
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Antares777
United States1971 Posts
The central choke with the rocks seems a little forced. The side paths are only marginally shorter in distance. I think if you want that choke to see more use once the rocks go down, you should push the ramps to the high ground away from the center so that the alternate path is longer. This puts more risk vs. reward into the decision on how you want to move your army about: take the fast, risky path, or the longer, safer one? Right now it's take the fast, risky path, or the slightly-longer, much-safer path. Since the natural seems difficult to defend, I'd consider making the third a little easier to expand to and hold on to. I'd remove the backdoor into the third entirely. This also makes the other two expansions more safe against harassment if you flip the map around since you won't have to worry about units using the backdoor as an attack route. | ||
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Fatam
1986 Posts
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