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Active: 1227 users

[M] (4) Burning Water

Forum Index > SC2 Maps & Custom Games
Post a Reply
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2013-12-25 09:46:11
December 07 2013 20:18 GMT
#1
Overview

Concept Map - Funny map

V 1.1

[image loading]

Concept Map - Funny map

Map looks bad in overview Dont know why some decals are missing



Map Details

                  Name Burning Water
                  Version 1.1 (25/12/2013)
                  Bounds 176x184
                  Bases 16 Normal Yield




Textures

                  Zerus Dirt Medium
                  Phaethon Sand Dark
                  Phaethon Shale
                  Phaethon Rock Rough
                  Moros Panels Large
                  Immortal Forge Grid Medium
                  Haven Dirt
                  Castanar Small Tiles



Aesthetics ( not updated )

+ Show Spoiler [Click for images ] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]





Last Update : 25/12/2013

Author of Coda and Eastwatch.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 07 2013 20:35 GMT
#2
The name is slightly dull for a fun map... what about calling it "Haven Hot Tub" or "Shakuras Sauna"?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 07 2013 20:47 GMT
#3
Gonna call it Amon's personal thermal centre ! >
Author of Coda and Eastwatch.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
December 07 2013 20:50 GMT
#4
Nice aesthetics, but there's no way that is defensible early game.
Mapmaker of Frost, Fruitland and Bridgehead
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 07 2013 21:10 GMT
#5
On December 08 2013 05:50 Semmo wrote:
Nice aesthetics, but there's no way that is defensible early game.

This is why i put some gold minerals in natural exp. Current metagame is starting second cc/nexus/hatch at like 3/4 minute mark. In this map you have to delay the natural by 1-2 minutes to set up some defenses/walls , so gold minerals will help you stabilize your economy just like a normal game.
Author of Coda and Eastwatch.
Kaleidos
Profile Joined October 2010
Italy172 Posts
December 07 2013 21:31 GMT
#6
Browder would be proud! I like the center of the map.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 07 2013 22:19 GMT
#7
Soooo many rock towers O_O
The thing is you have to build quite a few units to take care of those rock towers if you are not zerg, so you need to delay your economy.
Also vertical spawns have a tiny tiny rush distance, hopefully those are disabled.
ModeratorI am still alive, somehow
TL+ Member
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 25 2013 09:54 GMT
#8
Decided to update this map , most notable changes :
1. Aesthetics + lighting update
2 added 2 gold geysers at protoss "bases " ( 9/3 o'clock )
3.removed conjoined behavior from rock towers/cooling towers.
4. removed some cooling towers from central platforms.

Author of Coda and Eastwatch.
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