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[M] (1v1) Fiery Cliffs

Forum Index > SC2 Maps & Custom Games
Post a Reply
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
April 01 2014 23:17 GMT
#1
Yesterday, these posts were made in the WIP Melee Maps thread. While the map was not intended to be a 2-in-1 map, these posts enlightened me. 2-in-1 maps are not the future, they are now, for they are mainly what the TLMC 4 is looking for. If these maps are now, I must get ahead of the metagame. But how could I do this?

Then it hit me. If 2-in-1 maps were destined to be the boring, mainstream standard that will wake us in a cold sweat like Daybreak did in 2013, I must go a step further once more, and I shall once again be the creativity that helps drive mapmaking, the BoxeR of sc2 maps. That means I must create…

A 3-in-1 map!

+ Show Spoiler +
[image loading]


144x144

Features:

-6, yes, 6 potential spawning points: This adds diversity to the map without taking anything away from it. All of the spawn points are marked with neutral CCs.

-Random spawning points: Spawn in the top left and can't find an opponent? That's intended! He could be right next to you! For balance purposes, the center players are allied with the low ground corner players next to them.

-Customized Aesthetics: I, The_Templar, am extremely infamous for my amazing and unique aesthetics, and have decorated this map with the condition of players' eyes in mind.

-Creative mineral placements: Sick and tired of seeing perfect, boring mineral fields? This is the map for you. Mineral fields are more spread out, and in addition to that, some geysers partially block ramps. I feel that this will add even more strategy to this map.

-Extra blink space: All mains have at least a 180 degree concave of pathable ground surrounding them so that stalkers can blink from almost anywhere into the main. The purpose of this is to counteract the recent protoss nerfs.
Suggested by SKTRain

-Open naturals: I have seen open naturals openly discussed throughout the SC2 Custom Maps forum. While literally nobody outside the forum has ever even heard of this ever since Daedalus Point was "fixed", it's an idea that fits this map perfectly. The center players will have a more closed natural in case they happen to not appreciate this aspect of the map.

-Gold bases blocked by rocks: This is so that terran can't lift to the gold, but players can fight over them later in the game.

-Destructible rocks in the middle of pathways and ramps: Fiery Cliffs is a very open map without them. The rocks are to give players the option of being able to attack through these chokepoints.

-Small mains: Since all of my maps have too-large main bases, I have reduced the size of the main bases by 50%. This instantly makes the map far superior to any other map I have ever created.

Map is published on the American server.
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 02 2014 00:17 GMT
#2
Better than some maps I've seen posted for 1/3 the thread-per-map. wp. ^^
Comprehensive strategic intention: DNE
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