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Active: 651 users

Map (4)Heartbeat 1v1

Forum Index > BW General
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Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2015-11-19 12:45:53
August 31 2015 00:49 GMT
#1
Important: I did not make this map

Jungleterrain is the original author of this map (initially titled ‘Feel My Love’).
After posting it, Jungleterrain has been inactive for a while.
Since then, Freakling and CrystalDrag have worked their magic, giving it a significant level of polish. The result is spellbinding.

The islands have 2000 gas and 6 patches @1250 minerals each.
The highground expansions have 3000 gas.
There is a small highground cubby in each main base which overlooks the natural choke.

Overview

[image loading]


Download (4)Heartbeat from this page

Changelog
+ Show Spoiler +
27th August 2015
Version 1.05 Heartbeat

18th November 2015
Version 1.06 Heartbeat
-Tanks cannot hit the island townhall at 3/9 o clock from the high ground expo.
-3 pylons required to wall the high ground expo ramp.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
August 31 2015 00:53 GMT
#2
I actually like this one. This is good.

I say this because I look at so many foreigner-made maps and go "This map sux"
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
TelecoM
Profile Blog Joined January 2010
United States10670 Posts
August 31 2015 01:05 GMT
#3
Looks nice

<3
AKA: TelecoM[WHITE] Protoss fighting
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 31 2015 04:56 GMT
#4
I'm glad you guys are still mapping.

The terrainwork around the islands and pebbles is superb. The mini ramps look a bit weird from the big picture but might look okay in-game. Great job.
Glioburd
Profile Joined April 2008
France1911 Posts
August 31 2015 09:51 GMT
#5
It looks pretty cool Good job guys.
"You should hate loosing, but you should never fear defeat." NaDa.
Piste
Profile Blog Joined July 2006
6174 Posts
August 31 2015 10:24 GMT
#6
Looks nice, but PvZ will be pain in the ass.
Peeano
Profile Blog Joined March 2009
Netherlands4986 Posts
Last Edited: 2015-08-31 11:28:01
August 31 2015 11:20 GMT
#7
Next TLC map right there. Let's throw it up in a poll, cuz we all love polls!

Poll: Heartbeat to replace Tau Cross in TLC #7?

Yes (14)
 
93%

Yes (1)
 
7%

15 total votes

Your vote: Heartbeat to replace Tau Cross in TLC #7?

(Vote): Yes
(Vote): Yes


FBH #1!
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2015-09-01 09:45:23
August 31 2015 11:30 GMT
#8
On August 31 2015 09:53 ninazerg wrote:
I actually like this one. This is good.
I say this because I look at so many foreigner-made maps and go "This map sux"
Ftfy.

On August 31 2015 19:24 Piste wrote:
Looks nice, but PvZ will be pain in the ass.
Why? Tight chokes, so easy FFE, they are also pretty stretched out, so storming hydras is easy too, island expos are good for toss and the other 3rds are easy to take as well.

I'd rather like seeing Tau Cross being replaced by another, newer (3) map, like Demian, though.
This one is better suited to replace any other standard (4) macro map...
Stratos
Profile Blog Joined July 2010
Czech Republic6104 Posts
August 31 2015 12:33 GMT
#9
I'm quite interested in how it would play out. Haven't felt that way about a map in quite a while.
En Taro Violet
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
August 31 2015 12:42 GMT
#10
I like how it has island expos although the minerals so exposed. The third looks hard to defend position-wise but has a good choke point ala Aztec.
WriterMovie, 진영화 : "StarCraft will never die".
RoomOfMush
Profile Joined March 2015
1296 Posts
August 31 2015 13:48 GMT
#11
On August 31 2015 21:42 c3rberUs wrote:
I like how it has island expos although the minerals so exposed. The third looks hard to defend position-wise but has a good choke point ala Aztec.

Agree.

You put up some cannons and 2 reavers at the third and no zerg will ever get up there, at least not unless the game is already over.
joust85
Profile Joined December 2010
Canada53 Posts
August 31 2015 19:16 GMT
#12
I think the map is badass. Great work!
XenOsky
Profile Blog Joined March 2008
Chile2267 Posts
September 01 2015 05:21 GMT
#13
sair / reaver
StarCraft & Audax Italiano.
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
September 01 2015 05:24 GMT
#14
On August 31 2015 20:20 Peeano wrote:
Next TLC map right there. Let's throw it up in a poll, cuz we all love polls!

Poll: Heartbeat to replace Tau Cross in TLC #7?

Yes (14)
 
93%

Yes (1)
 
7%

15 total votes

Your vote: Heartbeat to replace Tau Cross in TLC #7?

(Vote): Yes
(Vote): Yes




Cool pool brother. One is a 3p map, the other is 4p...
I don't need luck, luck is for noobs, good luck to you though
Freakling
Profile Joined October 2012
Germany1529 Posts
September 01 2015 14:49 GMT
#15
--> http://www.teamliquid.net/forum/bw-tournaments/493937-jade-addvert-tour <--
BisuDagger
Profile Blog Joined October 2009
Bisutopia19230 Posts
September 01 2015 17:16 GMT
#16
If this is not cross spawn only then I feel like there are huge disadvantages.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
September 01 2015 17:17 GMT
#17
I've been thinking and most maps have a "behind the minerals" area for mutalisks to harass. On Python, the natural touches the edge of the map, but the main is open. On Fighting Spirit, the main is on the edge of the map, but the natural is open. On this map, all the mineral fields are on the edge of the map.

I'm still cool with the map in general, but I guess this would be the first concern that pops into my head.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2015-09-01 18:51:05
September 01 2015 18:28 GMT
#18
You are right, of course, but there are also counter-examples:

Aztec, for example (discounting top main), Gladiator (NW/SE mains are... and oddity...), Odd-Eye, or Electric Circuit.
And generally, minerals lines on maps like Jade or Empire of the Sun, that do not have a cliff of some sorts behind the mineral lines, are safer/easier to defend simply due to better turret vision.

Not to mention my map Hazard Black, which has far safer mineral lines and still sparked complaints about "muta-imba" from some Terran players...

Here, the geysers and the edge of the mineral line are still pretty exposed (and there's little turret space on top of that), so it there's still room to get some harassment in (bounces off the geyser can actually be a pretty annoying way to muta-harass resource lines from long distance...

So it could go either way...

Should this turn out an actual balance issue, one way or another, (only game testing will tell), it's a pretty trivial change to invert reposition the mineral lines, though.
prosatan
Profile Joined September 2009
Romania7985 Posts
September 01 2015 20:17 GMT
#19
Very good map man ! Now i am playing terran vs 3 comp ) ?Thank you !
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Ty2
Profile Blog Joined March 2013
United States1434 Posts
September 02 2015 01:14 GMT
#20
--- Nuked ---
Writer
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
Last Edited: 2015-09-02 01:46:26
September 02 2015 01:34 GMT
#21
i dont get the reduced gas counts for geysir, maybe a short explanation as to why u do it? well its not as bad as jade but still...... Also the islands will probably share the same fate as the Alternative's islands... Even right now, it is more beneficial to get a 3rd base compared to an island base, because it has more minerals, more gas and is easier defended.
Only way i see the islands working out right now is dropship heavy terran play vs protoss after he walled himself in in his natural and avoiding the middle (like on outsider) or in the late game after the other bases are taken.
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2015-09-02 09:01:18
September 02 2015 03:10 GMT
#22
It's all about adapting the risk/reward ratio.

"Alternative islands" is pretty much what these are, but actually a much safer version of it, when you think about it. You do not actually need to have total map control and be able to move halfway across the map into enemy's territory to defend it, all you need is the ability to move out of your natural.

Jade is a bad example for comparison, as Jade is actually a very low-resource map (at least for a (4) map) and the lowered geysers are just the result of a subsequent balance update (Jade 1.0 has full geysers).

You should think more in terms of other maps with surplus/safe-to-take geysers:
- FS/Andromeda (central expansions are only ~3k/2k respectively)
- Troy (everything but mains and nats is only 2k)
- God's Garden (backdoor geyser is only 2k, front is only 4k)
- Dante's Peak SE (everything but mains and nats is only 2.5k)

I can understand your concern from a Zerg perspective, though, as these islands (and islands in general on any map, I think) aren't really attractive for a Zerg to take early on (unless you get drop tech to go for some lurker lift/drop anyway) and you'll probably always opt for another nat, main or neutral ground third. It's another story for T/P, though.
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