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Active: 7725 users

[M] (2) Zepphyr Jungle

Forum Index > SC2 Maps & Custom Games
Post a Reply
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-07-30 03:20:35
July 28 2013 11:32 GMT
#1
[image loading]





Overview

Officially uploaded to [SEA] [NA] [EU] [KR]

[image loading]

Officially uploaded to [SEA] [NA] [EU] [KR]



Map Details

                  Name Zepphyr Jungle
                  Version 1.0 (28/07/2013)
                  Bounds 128x134
                  Bases 12 Normal Yield
                  Rush Distances 60 seconds (worker speed)



Eye Candy

+ Show Spoiler [Click for images (image heavy)] +

[image loading]

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Change Log
Retired Mapmaker™
partouf
Profile Blog Joined May 2011
Netherlands405 Posts
July 28 2013 11:58 GMT
#2
I Love this map already!
[update twitchuser set banned=1 where lastmessage like '%nohomo%';] - twitter.com/@partouf
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 28 2013 12:03 GMT
#3
Phaeton + Zerus ^_^
^_^.... ^_^.... ^_^.... ^_^.... ^_^...

The third is kinda cool
Mapmaker of Frost, Fruitland and Bridgehead
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 28 2013 12:04 GMT
#4
On July 28 2013 21:03 Semmo wrote:
Phaeton + Zerus ^_^
^_^.... ^_^.... ^_^.... ^_^.... ^_^...

The third is kinda cool


<3 I couldn't get rid of that little pathway just yet, I wanna see how it goes!
Retired Mapmaker™
IeZaeL
Profile Joined July 2012
Italy991 Posts
July 28 2013 12:07 GMT
#5
Fucking cool ! Good job.
Author of Coda and Eastwatch.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 28 2013 12:12 GMT
#6
Love the idea with destructible rocks + vision blockers at 5th screenshot
Tminus____
Profile Joined September 2011
249 Posts
July 28 2013 12:18 GMT
#7
NICE minerals in crates even
cmon gimme a break im to old for this shit
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 28 2013 15:15 GMT
#8
Is the third below the main's backdoor seigable from the nearby highground?
ModeratorI am still alive, somehow
TL+ Member
Aunvilgod
Profile Joined December 2011
2653 Posts
July 28 2013 18:00 GMT
#9
Sexy. But I think the 3rd is a bit easy to take, especially for T.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-07-28 18:14:32
July 28 2013 18:13 GMT
#10
Looks so cool. :D

Third is easy, but... the interesting options for putting pressure on it make it okay maybe. I could see a really interesting fast 3rd metagame on this map. (For P and T.)

One thing I might change, that big open low ground area at 1/7 that doesn't really lead anywhere, why not cut back the edge of the ground and provide some more air space next to the main? I think this would be more "fair" for current map standards for air vulnerability and it would give another option for pressure on a fast-easy-3rd.

[edit] Seriously beautiful doodads.
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 28 2013 19:58 GMT
#11
I'm going to claim to have at least partially inspired this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=418263

I do think this is a really cool map. I like the third, faster path to the backdoor than to the natural ramp bothers me some, but I think the flow of the map is actually good.
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
July 28 2013 21:00 GMT
#12
Looks cool at first glance. I'm not sure how much rock on the highest level, then sand, then grass on the lowest level makes sense, but it's pretty

Seems like backdoors are becoming more popular, which is great.

One tiny nitpick, I think one of the geysers at the nat is not 100% efficient. Not a big deal but maybe worth looking into.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
July 28 2013 22:38 GMT
#13
I'd worry about the rush distance from the natural to the backdoor rocks entrance.

The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 29 2013 02:15 GMT
#14
On July 29 2013 07:38 FlyingBeer wrote:
I'd worry about the rush distance from the natural to the backdoor rocks entrance.

The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.

For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play.
Comprehensive strategic intention: DNE
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
July 30 2013 02:08 GMT
#15
On July 29 2013 11:15 EatThePath wrote:
Show nested quote +
On July 29 2013 07:38 FlyingBeer wrote:
I'd worry about the rush distance from the natural to the backdoor rocks entrance.

The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.

For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play.



I assume you're referring to a 2-base roach bust? Most terran build orders don't have a tank out by 7:00 do they? I'm also thinking of some protoss 2-base timings. 5gate/5Oracle all-in, Immortal/Archon all-in, etc. where Terran frequently never gets a tank.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 30 2013 03:10 GMT
#16
On July 30 2013 11:08 FlyingBeer wrote:
Show nested quote +
On July 29 2013 11:15 EatThePath wrote:
On July 29 2013 07:38 FlyingBeer wrote:
I'd worry about the rush distance from the natural to the backdoor rocks entrance.

The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.

For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play.



I assume you're referring to a 2-base roach bust? Most terran build orders don't have a tank out by 7:00 do they? I'm also thinking of some protoss 2-base timings. 5gate/5Oracle all-in, Immortal/Archon all-in, etc. where Terran frequently never gets a tank.

What I was trying to say is that you might need to alter your build a little but doing so makes defending much easier. Adapting to the map and all.
Comprehensive strategic intention: DNE
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