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[M] (2) Demolisher

Forum Index > SC2 Maps & Custom Games
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Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-12-21 02:56:37
December 18 2010 17:14 GMT
#1
To Mod: Please change thread title to "[M] (2) Demolisher". Thanks!

Overview of Current Version:
Bases are labelled (except for one of the naturals, sorry, I missed that one). Black circles represent XWTs. Yellow circles represent DRs. Red boxes represent LoSBs.

[image loading]

This I think is my best map yet gameplay wise, so please, take a look. It is loosely inspired by Sungsu Crossing by Konicki, so if you want to you can take a look at that map.

The rush distances are rather short, so I've tried to position the bases so that players can expand unnoticed a little bit easier. The XWTs reveal each side of the low ground, including half of the low ground middle, so they can see an army moving through there. The natural is an in base natural with a backdoor and destructible rocks. This helps defending your natural easier, so it can counteract the short rush distances for fast-expand builds (or so it's supposed to). The natural also has a cliff where tank drops and other harassment strategies can take place, so beware of that. You do not need any creep tumors to connect the mains and naturals :D. Also, the creep extends to the rocks, so put down a few spine crawlers as well to make sure that they stay up.

The expansion layout can allow you to expand in either direction, but the bases are labelled based on the expansion direction that I would choose. There are no high yield expansions, and the fifths have destructible rocks between them and the fourths. I hope you guys like this map!

~Feedback is greatly appreciated!~

My Map Thread
MAPPoVe
Profile Joined September 2010
86 Posts
December 18 2010 17:47 GMT
#2
The 3rd on this map is very hard to take. I don't know about the backdoor rocks natural expansion. Just seems unnecessary somehow.
Maybe its just a personal taste but I don't like how Jungle Basin gameplay is.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-12-18 17:55:55
December 18 2010 17:54 GMT
#3
On December 19 2010 02:47 MAPPoVe wrote:
The 3rd on this map is very hard to take. I don't know about the backdoor rocks natural expansion. Just seems unnecessary somehow.
Maybe its just a personal taste but I don't like how Jungle Basin gameplay is.


Jungle Basin (correct me if I'm wrong) is supposed to be vaguely like Destination from BW but with no normal natural, which Oblivion doesn't resemble at all, but Harmony does. I think that you can think of Oblivion more like a two-spawn version of Kulas Ravine (at least for the naturals). I might remove the backdoor altogether if I think it influences more one base plays and keep the cliff, making the main/natural set up somewhat like God's Garden, where the natural is harassable by cliff but nothing else (well maybe Colossi and Reapers). I'll see what Terran and Protoss builds work best on this map, whether it's one base or not before deciding to make any changes.

Since the 3rd is hard to take combined with the natural's backdoor, this may turn into a Blistering Sands type map, which I really do not want. If it does, then you can say goodbye to the backdoors. I might change some of the ramps to the thirds to make them easier to hold onto, we'll see.
MAPPoVe
Profile Joined September 2010
86 Posts
December 18 2010 18:07 GMT
#4
Ok, if you decide on changing that, what I would do is remove the mains ramp, make the nat ramp slightly bigger (ofc remove the rocks) and than add another base on that highgrounds with the whole in the middle somewhere to give it more purpose.
Just ideas from the look of it though cause I'm on EU.
greets
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
Antares777
Profile Joined June 2010
United States1971 Posts
December 18 2010 22:59 GMT
#5
On December 19 2010 03:07 MAPPoVe wrote:
Ok, if you decide on changing that, what I would do is remove the mains ramp, make the nat ramp slightly bigger (ofc remove the rocks) and than add another base on that highgrounds with the whole in the middle somewhere to give it more purpose.
Just ideas from the look of it though cause I'm on EU.
greets


Hmm... That is also a very good idea. I might do that, we'll see.
Antares777
Profile Joined June 2010
United States1971 Posts
December 20 2010 11:56 GMT
#6
UPDATED.

A base was added on the high ground in front of the mains. This is the new third. Wasteland plants were also added to increase aesthetic value. Oblivion has been renamed Demolisher because the name was already taken. This is now published on B.net, so you guys can search "Demolisher" to play it!
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