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Top 10 map coments by GSL Gisado caster
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10 - Skypia by 에네크
Concept and design, and flair. This map seems to try to do everything.
But maybe the mapper was too greedy in a short time period.
The natural expansion is exposed to the cliff of the third, so defending it seems difficult from the early game and the penalty for failing to protect the cliff area seems too much.
Perhaps the 2 and 8 o clock areas seem empty and the middle of the map seems empty too.
Maybe the mapper could try to be less greedy in this map and focus on expansions, pathing, and openness in order to make the map complete.
9 - Zerus Marshlands by Juzless
The map design and layout fits well with the tileset of this map. The natural paths in the jungle seems detailed. This map seems to be in the middleground of trying to have an original concept and being not too greedy.
However, the expansion at the center seems too large and the 11 and 5 o clock bases don't seem clean-cult because they are placed on the long cliff.
The overall idea is fine, but the small things need attention.
8 - Moon flux by NewSunshine
The map fits its name, and seems to be straight to the point.
But the exansion patterns for a melee map, should be changed. The distance between the natural and the third is far enough, but later exansions are too close together. The pathing or the line connecting the bases should be changed.
The main's shape is long and thin, which was met with complaints in the past, so I would change this.
Other than this, I feel like the paths seem TOO large or TOO thin because there are no doodads. Why not give the map some love?
7 - 기암괴석 by bbr
The concept of the map is fitting with the name of the map, and fully visible at first glance. The expansion patterns and paths, I think, can create completely different games. In one aspect, the expansions are easy to take, but there are enough penalties to punish this.
The ramps at the cliffs and the outer edge of the map seem incomplete. If this were a face, the Eyes Nose Mouth would be there, but it would not feel alive, like a doll. I wish the mapper would liven up the map a little.
Doodads and unpathable areas seem lacking, and so the empty areas are noticable.
If the map cleans off its edges, it will be able to both retain its concept and design.
6 - Operon by NegativeZero
This map seem to be inspired from Blizzard's Team Play maps.
The interesting aspect is that apart from the main, every expansion can be harrased easily, and the high-yield minerals are all that more attractive. This map tries hard to destroy the current meta and make new kind of games.
However, the map's tileset seems a bit boring. so maybe more tiles can be added so that it will be fun for the eyes, too.
The balance on this map may be difficult to manage, but the games on this map will influence future maps.
5 - Ancient Realm by Antares
The overall layout seems standard. The tileset and the layout is safe, fitting for a melee map.
The disappointing part is that the map lacks concept and decoration. I know that framerate is an issue but I wish there would be more.
I think the basics of mapmaking is strong on this map, so weaknesses are covered by this.
Defending seems hard on this map, so I'd expect mid-game oriented games.
4 - Paralda by Scorp
The pathing and the expansion patterns are very similar to ladder maps.
So, if used in leagues immediately, most players will adapt to this map.
Two disparate tilesets were used, and although commendable, they could look uncomfortable for some. Maybe better a better concept, in this regard, could be used and the tileset could be changed.
The aspects required for a melee map is all there, so if the design is fixed, this will be a good map.
3 - KTV Samarra Mines by Uvantak
Based on its concept, the maps is very memorable. Many experimental features were used so I am interested in how it will turn out.
Almost all expansions are perceptible to harrassment from the cliff above. Taking the third and beyond will be VERY difficult.
Although the map may not provide balance, it may provide notes that will influence other maps.
I hope the mapper will not be worried at the complaints on this map, because some crazy (weird?) people will like this map.
2 - Neo Emerald Plaza by IeZeaL
This map, if it could catch both birds, concept and entertaining games, is deserving of being a finalist.
The third is difficult to take but the overall layout provides different attack paths and rewards them, so it is harder for players but maybe more entertaining for viewers.
It reminds me of Crossfire in that aspect, but this map feels more complete.
This map may lead to multi-pronged attacks and since the map design and layout is nice, it can be used in leagues right away.
1 - Evergreen Terrace by lefix
I felt that this map felt complete and refined. There are similarties to Taldarim, but because the map is so clearn, it feels tighter.
It feels fine to be used in tournaments right away.
Because expanding is very easy, I'd expect macro games.
Although the map feels professional, it seems to lack some flair for me.
Concept and design, and flair. This map seems to try to do everything.
But maybe the mapper was too greedy in a short time period.
The natural expansion is exposed to the cliff of the third, so defending it seems difficult from the early game and the penalty for failing to protect the cliff area seems too much.
Perhaps the 2 and 8 o clock areas seem empty and the middle of the map seems empty too.
Maybe the mapper could try to be less greedy in this map and focus on expansions, pathing, and openness in order to make the map complete.
9 - Zerus Marshlands by Juzless
The map design and layout fits well with the tileset of this map. The natural paths in the jungle seems detailed. This map seems to be in the middleground of trying to have an original concept and being not too greedy.
However, the expansion at the center seems too large and the 11 and 5 o clock bases don't seem clean-cult because they are placed on the long cliff.
The overall idea is fine, but the small things need attention.
8 - Moon flux by NewSunshine
The map fits its name, and seems to be straight to the point.
But the exansion patterns for a melee map, should be changed. The distance between the natural and the third is far enough, but later exansions are too close together. The pathing or the line connecting the bases should be changed.
The main's shape is long and thin, which was met with complaints in the past, so I would change this.
Other than this, I feel like the paths seem TOO large or TOO thin because there are no doodads. Why not give the map some love?
7 - 기암괴석 by bbr
The concept of the map is fitting with the name of the map, and fully visible at first glance. The expansion patterns and paths, I think, can create completely different games. In one aspect, the expansions are easy to take, but there are enough penalties to punish this.
The ramps at the cliffs and the outer edge of the map seem incomplete. If this were a face, the Eyes Nose Mouth would be there, but it would not feel alive, like a doll. I wish the mapper would liven up the map a little.
Doodads and unpathable areas seem lacking, and so the empty areas are noticable.
If the map cleans off its edges, it will be able to both retain its concept and design.
6 - Operon by NegativeZero
This map seem to be inspired from Blizzard's Team Play maps.
The interesting aspect is that apart from the main, every expansion can be harrased easily, and the high-yield minerals are all that more attractive. This map tries hard to destroy the current meta and make new kind of games.
However, the map's tileset seems a bit boring. so maybe more tiles can be added so that it will be fun for the eyes, too.
The balance on this map may be difficult to manage, but the games on this map will influence future maps.
5 - Ancient Realm by Antares
The overall layout seems standard. The tileset and the layout is safe, fitting for a melee map.
The disappointing part is that the map lacks concept and decoration. I know that framerate is an issue but I wish there would be more.
I think the basics of mapmaking is strong on this map, so weaknesses are covered by this.
Defending seems hard on this map, so I'd expect mid-game oriented games.
4 - Paralda by Scorp
The pathing and the expansion patterns are very similar to ladder maps.
So, if used in leagues immediately, most players will adapt to this map.
Two disparate tilesets were used, and although commendable, they could look uncomfortable for some. Maybe better a better concept, in this regard, could be used and the tileset could be changed.
The aspects required for a melee map is all there, so if the design is fixed, this will be a good map.
3 - KTV Samarra Mines by Uvantak
Based on its concept, the maps is very memorable. Many experimental features were used so I am interested in how it will turn out.
Almost all expansions are perceptible to harrassment from the cliff above. Taking the third and beyond will be VERY difficult.
Although the map may not provide balance, it may provide notes that will influence other maps.
I hope the mapper will not be worried at the complaints on this map, because some crazy (weird?) people will like this map.
2 - Neo Emerald Plaza by IeZeaL
This map, if it could catch both birds, concept and entertaining games, is deserving of being a finalist.
The third is difficult to take but the overall layout provides different attack paths and rewards them, so it is harder for players but maybe more entertaining for viewers.
It reminds me of Crossfire in that aspect, but this map feels more complete.
This map may lead to multi-pronged attacks and since the map design and layout is nice, it can be used in leagues right away.
1 - Evergreen Terrace by lefix
I felt that this map felt complete and refined. There are similarties to Taldarim, but because the map is so clearn, it feels tighter.
It feels fine to be used in tournaments right away.
Because expanding is very easy, I'd expect macro games.
Although the map feels professional, it seems to lack some flair for me.
Forgive me for being late.
![](/mirror/smilies/frown.gif)