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[M] (2) Alpine Retreat

Forum Index > SC2 Maps & Custom Games
Post a Reply
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-06-14 00:01:18
May 15 2011 14:49 GMT
#1
Mountain Retreat 1.1
[image loading]

  • Players: 2 - 1v1 design, 9/3 starting.
  • Size: 156x116
  • Expansions: 14.
    • 6x 8 minerals expansions. 2 gas.
    • 2x 6 high yield mineral expansons. 2 normal gas.
    • 4x 1 high yield gas expansions. 6/7 minerals.

  • Rush Distance: 163.
  • XWTs: None.
  • Destructible Rocks: Four - Two protect the naturals at the north and south, but can be opened for a safe third. Two in the centre tighten chokepoints. Have reduced armour so they're not a nightmare for Zerg wanting a fast third.
  • LoSBs: Behind the gold and on the high ground nearby, to the side of the natural's ramp, and by the DRs in the centre.
  • Servers: EU


Concept:The initial idea for this map actually spawned from broken bridge doodads. It's a valley where two forces once fought, which should be represented by the middle.

It has developed into a map with a range of options for expanding. Aside from the defensible third, you have additional options in a gold and a quick stepping stone. Space control should be a big deal on this map.

Overview:
+ Show Spoiler +

[image loading]
[image loading]


Map Analysis and Rush Distances:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]



Detail Shots:
+ Show Spoiler [Battlefield] +

[image loading]
Main, Natural and and two of 3 potential thirds.
[image loading]
High ground that divides the map.
[image loading]
[image loading]
Each peninsula is a funnel that both players can potentially expand to. Your opponents' provides an offensive angle, your own can be taken to make use of greater mobility.

+ Show Spoiler [Eye Candy] +

[image loading]
[image loading]
[image loading]


Changelog:
  • 09/05/2011 - v1.0 - Initial map published!
  • 14/06/2011 - v1.1 - Two small expansions added to make the expanding process more comfortable. Distant expansions placed on high ground to increase defensibility.


Concerns:
  • Tanks, Colossi and PFs are going to have fun on this map. But I'm not actually convinced it's that tight. Will need some tests.



Download:
  • v 1.0 [url blocked]
  • v 1.1 [url blocked]


Other maps by me:
(4) Revolution to the Origin
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 15 2011 16:07 GMT
#2
The zig-zag direct path is interesting, and so are those expansions in the upper left and lower right. They have one entrance but its a wide path that funnels down; I could see some interesting late game attacks on that base.
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2011-05-15 16:11:42
May 15 2011 16:11 GMT
#3
I think you should add an alternate base between the natural and the fifth, being overlooked by the main (somewhat like the fourth on Terminus.) And then perhaps raise the fifth (or previously-fifth) to the high ground.
all's fair in love and melodies
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-05-15 16:19:31
May 15 2011 16:18 GMT
#4
i dislike the name and <3 the confusion in the decorum, the atmosphere must be great. wp
edit: had missed the eye candy, wonder how that could have happen ( ) = <3<3<3<3
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
June 14 2011 00:19 GMT
#5
\o/
After a lot of thought, added two more mini expansions with a single rich geyser to the map, they fit in snugly between the peninsulas and other expansons.

A little concerned about tightness, but there should enough places to engage in more open space.

Feel free to tell me why this map is bad and I should feel bad.
AimlessAmoeba
Profile Blog Joined December 2010
Canada704 Posts
June 14 2011 00:42 GMT
#6
I shudder to think at how easily a terran could contain me on this map
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
June 14 2011 01:14 GMT
#7
On June 14 2011 09:42 AimlessAmoeba wrote:
I shudder to think at how easily a terran could contain me on this map

When? Where? With an alternate entrance it's not easy to fully enclose, and the rocks aren't too hard to break with stray lings/zealots, as they only have 1 armour instead of 3.

Denying a fourth might be much easier, but that's precisely what I intend to test tomorrow. Even then, the gold and the 6 min/1 gas expo are pretty far apart.

Anyway, please detail. I'm probably missing something here.
AimlessAmoeba
Profile Blog Joined December 2010
Canada704 Posts
June 14 2011 01:41 GMT
#8
I've downloaded it. I'm going to test it tonight and I'll let you know how it goes vs my Terran buddy
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