Creator: ahanzhe1 || First Published: 05/08/2016 || Players: 2 || Size: 21x19
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
ahanzhe1 (05/08/2016 11:33am):
I tried to make the center look nice and not chocky at the same time, and I failed : (


Xmo5 (05/08/2016 12:24pm):
I think it's perfectly fine; choke points can be used well sometimes. You're seriously cranking out some
fantastic maps right now. Again, I don't have time for a full analysis right now, but for the time being I
recommend putting bboats on the HQs since they're a bit exposed.
Xmo5 (05/08/2016 12:25pm):
Sample chokepoint that's perfectly fine:

http://awbw.amarriner.com/prevmaps.php?maps_id=28759
Bamboozle (05/08/2016 01:48pm | Edited: 05/08/2016 01:50pm):
Yep, especially since the bridge itself is going against the actual direction of
the fronts which is north v south. The shoals on its side will make
maneuvering around pretty easy. Anyone who decides to set up a chokepoint
there doesn't have much reason to do so. While it's useful for crossing units
over, there are plenty of other routes to take, which will also help break up the
choke if it ever occurs. So this looks mostly fine in regards to the central
bridge; if anything, it creates a fun center dynamic.

Gonna second Xmo on your recent maps -- these are really nice.
Everdan (01/09/2017 11:46pm):
I really like the chokepoint around the pipes - the 2-base side, which is usually superior to the 1-base side, is
forced to adopt a somewhat further-back defensive position around the tower due to the bottleneck created by the
pipes and mountains and the abundant 0-star terrain just outside of the pipes which means trying to construct a
solid formation there isn't ideal. The weak base can thus usually construct a solid formation based around the city
1 space away from the tower, which is very interesting and leads to a lot of dynamic play.



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