by a176
Published on NA v .15
Large Overview
Large Angled
3 Spawn (1v1)
187 x 174 Playable
12 Blue + 3 Gold
map analyzer
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a176
Canada6688 Posts
by a176 Published on NA v .15 Large Overview Large Angled 3 Spawn (1v1) 187 x 174 Playable 12 Blue + 3 Gold map analyzer + Show Spoiler + | ||
Soluhwin
United States1287 Posts
edit: A closer look at the pictures, and I do like the aesthetics as well. It's not quite as flashy as other maps, but that certainly isn't a bad thing. | ||
iGrok
United States5142 Posts
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FlopTurnReaver
Switzerland1980 Posts
Especially outside the natural there should be some more space to rally units (for either attack or defense). Other than that it's a pretty cool map. | ||
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dizzy101
Netherlands2066 Posts
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Elcheris
Canada23 Posts
I like the mixes of open spaces and chokes, none of them seem to be too ridiculously large or small. | ||
Baseic
Netherlands310 Posts
The map does look very bland though, but I couldn't care less about it, the layout looks awesome! | ||
Piski
Finland3461 Posts
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berdage
United States9 Posts
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Snoman
Canada191 Posts
Very very nice layout, nothing gimmicky on this map, just a solid design, and props on the 3-player map, not many look this good/playable! Thanks man! | ||
Zero.Tha.Hero
Canada155 Posts
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a176
Canada6688 Posts
As such, you are right regarding the middle expos, I have expanded the bound on the left side. With this also, originally the attack path from 11 to 7 would fly over the middle expo whereas the other two you could just fly around those expos. You can now fly around that 9 middle expo. 3 player symmetry ... *palmface Thanks! | ||
a176
Canada6688 Posts
* Minor aesthetic changes new pictures in OP | ||
Tatari
United States1179 Posts
Great map though. I love how big it is and it's interesting to see more 3 player maps. | ||
a176
Canada6688 Posts
Replay from a friendly game (~plat zerg v terran). Gives you a good idea of army movement in this map. http://drop.sc/34933 | ||
Samro225am
Germany982 Posts
what i want to critizise is the rotational imbalance. hard to exoand counterclockwise when pressures just a little bit. also the golds looks really hard. you have to have control of the centre and at least two paths leading there, hence all three golds are winner's bases at the same time. unsure if this is good or not! | ||
a176
Canada6688 Posts
- Removed rocks from (clockwise) thirds, extended far ramps on these bases to 3x wide ramps to balance with (counter clockwise) thirds - Added doodads to gold cliffs to disallow dropping, rather than use pathing block; colossus can still walk up and around these doodads - Minor bounds change - Removed center doodad new images in OP | ||
a176
Canada6688 Posts
* Clockwise third is now low groud * Path wideness fixes * Aesthetic changes OP updated | ||
FlopTurnReaver
Switzerland1980 Posts
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