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Map of the Month #9 - Page 2
Forum Index > SC2 Maps & Custom Games |
FlopTurnReaver
Switzerland1980 Posts
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iGrok
United States5142 Posts
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chuky500
France473 Posts
chuky ![]() The main and natural are back to back. Defending two bases is easier when they're close to each other but you can also have more casualties if your defense isn't in place. Back to Back was created with Fast Expansions in mind. You can make a wall down your ramp so it either covers both bases or closes the corridor alongside the main. Instead of a line of grass there are several patches. You can place your army in the grass and have an air unit for vision. But beware of the Xel Naga towers that give vision on the high grass. http://www.teamliquid.net/forum/viewmessage.php?topic_id=144898 | ||
Sea_Food
Finland1612 Posts
![]() Playable: 188x188. Enemy can not spawn right next to you, but can in any of the other 6 locations. XelNaga watch towers ease early scouting, but they can only see the main building of opponent, not the mineral line, gas or ramp. Also they self destruct at the 5 minute mark. Choke to natural can be walled with 3 bunkers or other buildings that size. The gold base has 8 mineral patches. No rich gas geysers, destructible rocks or sight blockers. Map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=258592#1 | ||
Dustin Browder
United States1 Post
Rockstin Rockder ![]() It's a very very cool macro oriented map with very cool features such as rocks, Xel'Naga towers, rocks, gold expands and rocks. The layout is very cool. Watch out for sneaky sneaky things from the main backdoor! However, the map might be a bit too complicated for new players so this map won't appear in the ladder map pool, i'll instead let my beloved design team do the amazing job! | ||
Ragoo
Germany2773 Posts
You forgot to say that it's a macro map ![]() | ||
Baseic
Netherlands310 Posts
On September 03 2011 20:48 Dustin Browder wrote: Hello everyone, let me present you my child with a wonderful woman i met some years ago named Arkanoid. Look how cute he is, i love him so much, he looks as cool as his daddy! Rockstin Rockder ![]() It's a very very cool macro oriented map with very cool features such as rocks, Xel'Naga towers, rocks, gold expands and rocks. The layout is very cool. Watch out for sneaky sneaky things from the main backdoor! However, the map might be a bit too complicated for new players so this map won't appear in the ladder map pool, i'll instead let my beloved design team do the amazing job! It's not symmetric, gotta fix that if you want the map to be balanced. | ||
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Plexa
Aotearoa39261 Posts
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Superouman
France2195 Posts
On September 03 2011 20:48 Dustin Browder wrote: Hello everyone, let me present you my child with a wonderful woman i met some years ago named Arkanoid. Look how cute he is, i love him so much, he looks as cool as his daddy! Rockstin Rockder ![]() It's a very very cool macro oriented map with very cool features such as rocks, Xel'Naga towers, rocks, gold expands and rocks. The layout is very cool. Watch out for sneaky sneaky things from the main backdoor! However, the map might be a bit too complicated for new players so this map won't appear in the ladder map pool, i'll instead let my beloved design team do the amazing job! Oh my god, this is the map of the year | ||
FlopTurnReaver
Switzerland1980 Posts
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Randomaccount#77123
United States5003 Posts
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eTcetRa
Australia822 Posts
![]() Anyway! My submission will be oZz Flamestrike which is my favorite map I've made recently, and I beleive it should be quite balanced. So here it is! ![]() ![]() Map Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=256347 Map Thread does not reflect latest changes yet. | ||
IronManSC
United States2119 Posts
![]() 2-player map that generally produced a lot of 3-5 base play. Each base has a different strategic approach to it (some are open, some have LOS, some have a tiny ramp, etc). The map was inspired by Bel'Shir Beach and while there are similarities, it is NOT the same. The tileset is completely custom as well which contains a very dry, rocky, rugged texture set to resemble a dry beach. The destructible rocks are key to taking your 3rd, and as a benefit for both players, they have been reduced to 1 armor and 1000 health (down from 2000) to allow a quicker opportunity to take a safer 3rd through the back door. Map Thread | ||
eTcetRa
Australia822 Posts
![]() Also tried clicking the link to your map thread and kept wondering why it wasn't working. Sneaky sneaky bastard! :D | ||
IronManSC
United States2119 Posts
On September 04 2011 00:24 Holiver wrote: Also tried clicking the link to your map thread and kept wondering why it wasn't working. Sneaky sneaky bastard! :D Try now ![]() | ||
Ferisii
Denmark199 Posts
by Ferisii ![]() Map Thread | ||
Mereel
Germany895 Posts
![]() HQ: http://i.imgur.com/sv9BM.jpg Description: 4 player map with 2 2player maps in one only cross spawn Mapthread will follow | ||
Ragoo
Germany2773 Posts
![]() + Show Spoiler + btw if you don't know how you make the minerals that block not mineable by MULEs and MULEs become a problem, I know a solution ![]() | ||
Fearlezz
Croatia176 Posts
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fAiLeDaWaY
Germany12 Posts
![]() by fAiLeDaWaY Mapthread Features: - 4Spawnposition-map with cross only; This creates 2 - 2-player constellations which are totally different in terms of game experience and game progress (rush and macro) -Adventure feature: after 30 game-minutes there will be no flood anymore, which will give the players access to two waterways (top left and bottom right) and let them play more flanks etc. - this should make the lategame more dynamik -huge area in the middle to fight on. Place for flanks but also for army-positioning. -Texutures of molynth and aiur have been fused. This makes the map look like an old fortress | ||
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