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 Post subject: 4spawn
 Post Posted: Fri 17. Jun 2011, 13:54 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
tried several things within this map:
-no main ramp (flat) (small high ground pod close to it to help defend)
-inbase expo (7min/1gas) which is a bit further away (3rd base)
-good options for the next bases and a HY close to the mid
-no xwt

dunno is the nat is a bit to open (currently cant wall it with 4 rax). might change this slightly ^^
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  Posted: Fri 17. Jun 2011, 13:54 
 


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 Post subject: Re: 4spawn
 Post Posted: Fri 17. Jun 2011, 14:05 
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Joined: Wed 25. May 2011, 00:41
Posts: 173
i don't like the gold at that location. a pf there would defend the gold and the 3 bases behind it pretty well. it might make the matches pretty static.
i'd suggest having no expansion at the ramps at all, and maybe put the gold at the outside lowground expos to draw players out into the map some more.


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 Post subject: Re: 4spawn
 Post Posted: Fri 17. Jun 2011, 14:35 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
Mh, the mineral line might be vulnerable from the low ground (HY) but i agree that games might be to static. Gonna test it without.

//edit
Image
Might gonna add another gas to the inbase expo. Also shrinked the nat entrance in the process.


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 Post subject: Re: 4spawn
 Post Posted: Mon 20. Jun 2011, 12:38 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
Made some changes (cause i think the huge cliff behind the nat could be heavily exploited (hidden proxy, reaper, bunker, drops, ...)).
Image
What do you think?
152x152
142/116 m2m/n2n close
174/151 auf cross


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 Post subject: Re: 4spawn
 Post Posted: Tue 21. Jun 2011, 12:07 
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Joined: Wed 25. May 2011, 00:24
Posts: 186
i kinda like it. the main natural is cool, not sure about the third

mid feels very bwish^^


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 Post subject: Re: 4spawn
 Post Posted: Tue 21. Jun 2011, 18:01 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
Mid will be slightly smaller due to doodads.


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