Author:CharactR
Location: Canada
Sandslash 0.9 (128x112)
+ Show Spoiler +
Bridges create a bottleneck on any direct route across the map, forcing large armies to take very indirect paths.
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CharactR
Canada96 Posts
Author:CharactR Location: Canada Sandslash 0.9 (128x112) + Show Spoiler + Bridges create a bottleneck on any direct route across the map, forcing large armies to take very indirect paths. | ||
M3t4PhYzX
Poland4072 Posts
On December 25 2021 05:47 MineraIs wrote: Show nested quote + On December 25 2021 05:24 M3t4PhYzX wrote: On December 25 2021 03:20 MineraIs wrote: On December 24 2021 18:18 M3t4PhYzX wrote: btw why isn't the lowest elevation level of Twilight tileset never used? it's even buildable, right? any particular reason? The sunken ground level in Twilight is just an illusion. It is actually the same height as the ground it is placed on, whether is is normal elevation or high ground. that is very interesting.. would love to see it used in a map even more now! It likely isn't used much because it can confuse players due to false elevation changes. We'll be posting a map soon that uses some of this terrain. can't wait to see it ^^ | ||
Gosomi
53 Posts
- Your ID: Gosomi - Location: Korea - Map Name: (2)Super Nova [(2)초신성] - Map Version: 0.8 - Map Size: 112 x 128 - Map Concept: 2p standard map | ||
MineraIs
United States843 Posts
ID: Location: Map Name: (2)Kick Flip Map Version: 0.9 Map Size: 112x128 Map Concept: Modern battle map featuring double ramps and multiple elevations. | ||
Moderatoboy
9 Posts
Your ID : Moderatoboy Location : Korea Map Name : (2)Galatic Empire Map Version : 0.50 Map Size : 128x128 Map Concept : Benzene + Cloud Kingdom (SC2) Long Ridge and It's difficult to defend the resource area. Minerals in the back road area are 10x0. https://drive.google.com/file/d/1G6fPfc9s-C5EqeyAd6Z4p7zc21ADnhgl/view?usp=sharing | ||
M3t4PhYzX
Poland4072 Posts
On December 26 2021 09:25 Gosomi wrote: - Your ID: Gosomi - Location: Korea - Map Name: (2)Super Nova [(2)초신성] - Map Version: 0.8 - Map Size: 112 x 128 - Map Concept: 2p standard map absolute banger! although maybe middle base can be deleted to make more space for battles? or at least delete the middle walls for better maneuverability? cheers | ||
ox.tQ
792 Posts
How fast time really flies! OP was made on September 25. Here we are already near the deadline. | ||
M3t4PhYzX
Poland4072 Posts
On December 27 2021 15:33 ox.tQ wrote: Wonderful submissions everyone. Congratulations! How fast time really flies! OP was made on September 25. Here we are already near the deadline. have you organized any showmatches on these new maps yet, my dude? cheers | ||
FK
Hungary52 Posts
- Location: Hungary - Map Name: Pella - Map Version: 1.2 - Map Size: 128x96 - Map Concept: * High ground behind natural like on Heartbreak Ridge or Benzene. Two eggs are blocking passage for units, but of course, workers can slide through them so no traffic jams for them like on Benzene. This high ground also wraps around the natural and has a ramp to it from the natural and a ramp to the gas third base. * The gas third base has high ground behind it, no ramp. * There is a path leading from the gas third to another exp blocked by Xel'Naga temples and eventually to a high ground at 6 o'clock. From there, you can access the middle, the 6 o'clock base or can clear Xel'Naga temples to access the same path on the opponent's side. The temples are not stacked. * Corner island expos have a creep colony to help Zerg and no mineral patch to help Terran. - Map Image: --- Map Name: Typhon Map Version: 1.0 Map Size: 128x112 Map Concept: * The far side of the main base has two creep colonies. Zerg can use this to place nydus inside their opponent's base late-game or to hide tech early on. The other races can destory them to deny the nydus-play and gain building space. * There is an island close to the main with a creep colony to help Zerg and a mineral patch to prevent Terran from taking it for free. * The third base is blocked by a row of four eggs. There is a mineral patch with a value of zero in vision so a worker can slide through. If it is mined out, then the the player will need vision of the base to get through the eggs. The eggs can also be destroyed, of course. * The corner islands have creep colonies to help Zerg either take the base or attack the opponent's island base by using nydus. These bases have no mineral patch blocking to help Terran. * 3 o'clock base has double gas. * The edges of the map allow for flying units to go undetected for the most part. - Map image: | ||
Aiur
Sweden138 Posts
Location: Sweden Map Name: (2)Silent Storm Map Version: 1.17 (Updated estetics) Map Size: 128x128 Map Concept: 2 middle plateaus split in 2 divides the middle with many routes to benefit more army movement and strategical flanking. https://drive.google.com/file/d/1BoMmdx3gR1mmj7LEkG8lEmaZmfAeqb8c/view?usp=sharing | ||
Aiur
Sweden138 Posts
Location: Sweden Map Name: (2)Winter Solstice Map Version: 1.4 (updated layout and estetics) Map Size: 128x128 Map Concept: Large middle plateau with a few narrow ramps surrounded by outer ring of expos and passages towards the middle. Semi exposed main. Mains have 10 minerals with the rate of 500 on the 10th. https://drive.google.com/file/d/1yLVNv-jmU_Ou_G3nWa3KAYTK532w_ecD/view?usp=sharing | ||
Aiur
Sweden138 Posts
Location: Sweden Map Name: (2)Winter Solstice Map Version: 1.7 (updated buildability in middle) Map Size: 128x128 Map Concept: Large middle plateau with a few narrow ramps surrounded by outer ring of expos and passages towards the middle. Semi exposed main. Mains have 10 minerals with the rate of 500 on the 10th. https://drive.google.com/file/d/1l59oVBi6UmVWyMYfau7qzdwblvnLEhQz/view?usp=sharing | ||
Gosomi
53 Posts
(3)Elquiness 1.2 | ||
Aiur
Sweden138 Posts
Location: Sweden Map Name: (2)Winter Solstice Map Version: 1.9 (updated estetics and gathering pathing) Map Size: 128x128 Map Concept: Large middle plateau with a few narrow ramps surrounded by outer ring of expos and passages towards the middle. Semi exposed main. Mains have 10 minerals with the rate of 500 on the 10th. https://drive.google.com/file/d/11Z5Ktmy0vuhhPiBjJ4a3zrzxyWWaK8eo/view?usp=sharing | ||
ox.tQ
792 Posts
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MineraIs
United States843 Posts
On December 26 2021 15:34 MineraIs wrote: **edit** ID: Location: Map Name: (2)Kick Flip Map Version: 0.9 Map Size: 112x128 Map Concept: Modern battle map featuring double ramps and multiple elevations. Sharp played some test games on this map: https://www.twitch.tv/videos/1244559195?t=00h25m00s | ||
M3t4PhYzX
Poland4072 Posts
On December 30 2021 02:38 ox.tQ wrote: Best thread ever any more showmatches coming up? | ||
Aiur
Sweden138 Posts
Location: Sweden Map Name: (2)Silent Storm Map Version: 1.13 (Updated estetics for townhalls) Map Size: 128x128 Map Concept: 2 middle plateaus split in 2 divides the middle with many routes to benefit more army movement and strategical flanking. https://drive.google.com/file/d/1wYVkNHy74AurN-L9INLjRTNlCIwWdQmu/view?usp=sharing | ||
M3t4PhYzX
Poland4072 Posts
On December 30 2021 22:21 Aiur wrote: ID: ash.^_^jOjO Location: Sweden Map Name: (2)Silent Storm Map Version: 1.13 (Updated estetics for townhalls) Map Size: 128x128 Map Concept: 2 middle plateaus split in 2 divides the middle with many routes to benefit more army movement and strategical flanking. https://drive.google.com/file/d/1wYVkNHy74AurN-L9INLjRTNlCIwWdQmu/view?usp=sharing loving this one well done! | ||
TeamThinkQuick
200 Posts
On December 30 2021 18:59 M3t4PhYzX wrote: any more showmatches coming up? Probably after the first round of votes when the first set of maps are selected by the public. | ||
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