![[image loading]](http://i.imgur.com/1fBMICy.jpg)
Sol Crossing
(by Travis "Caustic" Willis)
Tileset: Mar Sara
Map Size: 140x140
Published on: [AM] [EU] [KR] [SEA]
+ Show Spoiler [Rush Distances] +
These times are based on TLMC standard: the time it takes for a worker to reach one town hall location to another, give or take a second due to human rounding.
Horizontal Spawns
Main to Main = 57 seconds
Natural to Natural = 42 seconds
Vertical Spawns
Main to Main = 58 seconds
Natural to Natural = 43 seconds
Cross Spawns
Main to Main = 65 seconds
Natural to Natural = 50 seconds
Horizontal Spawns
Main to Main = 57 seconds
Natural to Natural = 42 seconds
Vertical Spawns
Main to Main = 58 seconds
Natural to Natural = 43 seconds
Cross Spawns
Main to Main = 65 seconds
Natural to Natural = 50 seconds
(click on images to view larger version)
![[image loading]](http://i.imgur.com/y3qr1q7l.jpg)
![[image loading]](http://i.imgur.com/hN79M2jl.jpg)
+ Show Spoiler [v1.0] +
+ Show Spoiler [Eye Candy] +
Changelog:
+ Show Spoiler +
v2.0
General
- Base count increased from 12 to 16
Balance
- 3 and 9 o’clock bases split and moved closer to mains for better distance proportioning
- Mid map 6 and 12 o’clock bases added as an alternative third for vertical spawns
- Xel’Naga towers moved to centre map for better positional control
Terrain
- 3 and 9 o’clock positions opened up and ramps added for better terrain flow
- Mid map manmade bridges raised and extended to provide more dynamic mid map control and pathing
v1.0
General
- Initial release
Map Concept
Version 2.0 of Sol Crossing vastly changed how the map plays compared to the original design, but in a way that still adheres to the original concept I wanted to create. Both feedback and additional play testing showed that the original design didn't consistently create the kind of games I was hoping for. What v2.0 represents is a middle ground between the kind of design I wanted and player expectations for a competitive map. To clarify, here were the concepts:
Horizontal Spawns
Strong nat-nat air harassment to spice up what would otherwise be mostly standard game play.
Vertical Spawns
More inclined for an extended 2-base mid game, focusing more on tempo-based play instead of passive macro and forcing players to expand somewhere other than the "expected" third base.
Cross Spawns
Your generally expected, standard macro game.
I really wanted each spawn combination to play differently from one another, so the map would be exciting and different for a longer duration of time. Such a thing also brings strategy more to the map side, where players are focused more on early game scouting to determine their game plan instead of going in with a pre-set plan, and in some cases forsaking early scouting altogether.
I'm particularly happy with this update, as I feel it moves the map from experimentation to competitive viability. I'd also like to thank everyone for their constructive feedback in this thread. It's always a big help when people offer alternative view points and thought processes with the goal of making something even better.
+ Show Spoiler [Outdated Strategy Guide for v1.0] +
Strategy Guide
Strategy guide? Yes, normally this is where I'd talk about the map concept, but I feel this one is far enough out there that some initial direction on how to play the map would be more useful. Do note that this is a work-in-progress; I'll continue to flesh it out, but for now please enjoy by expanding the spoiler.
+ Show Spoiler [Ye Olde Map Strategy Guide] +
Initial strategic concepts
Please note that these strategic tips are made with the map design's intent. Players are ever creative and may find alternative/better solutions for both timing and macro based strategies. There is also not a lot of emphasis on mirror match ups, as both players have the same tools and options available to them.
Terran
- Drop play still a powerful option
- Tank timings can be a thing
Protoss
- Might want to reconsider blink
- Mothership core critical for macro
Zerg
- Mutalisks are a good skill toi have
- Trade a third for a nat -> profit
Taking a third
In what might be the most obvious statement ever, acquiring a maximum economy on this map is going to take more work than simply shifting your army ball into a slightly more forward position.
Which base to take
Vertical Positions
By its very design, this positional spawn is meant to encourage more aggressive strategies over passive macro-oriented play.
Terran
Protoss
Zerg
Horizontal/Cross Positions
These spawns offer more breathing room for macro play than vertical spawns, with a (slightly) more natural process for taking and holding 3+ bases.
Terran
Protoss
Zerg
How to hold the base
Terran
3/9 o'clock
Island
Protoss
3/9 o'clock
Adjacent main/nat
Island
Zerg
3/9 o'clock
Adjacent main/nat
Strategy guide? Yes, normally this is where I'd talk about the map concept, but I feel this one is far enough out there that some initial direction on how to play the map would be more useful. Do note that this is a work-in-progress; I'll continue to flesh it out, but for now please enjoy by expanding the spoiler.
+ Show Spoiler [Ye Olde Map Strategy Guide] +
Initial strategic concepts
Please note that these strategic tips are made with the map design's intent. Players are ever creative and may find alternative/better solutions for both timing and macro based strategies. There is also not a lot of emphasis on mirror match ups, as both players have the same tools and options available to them.
Terran
- Drop play still a powerful option
- Tank timings can be a thing
Protoss
- Might want to reconsider blink
- Mothership core critical for macro
Zerg
- Mutalisks are a good skill toi have
- Trade a third for a nat -> profit
Taking a third
In what might be the most obvious statement ever, acquiring a maximum economy on this map is going to take more work than simply shifting your army ball into a slightly more forward position.
Which base to take
Vertical Positions
By its very design, this positional spawn is meant to encourage more aggressive strategies over passive macro-oriented play.
Terran
- The island expansion is a rather convenient option for Terran
- Can also consider the horizontal main/nat provided investment is made in static defence; easier to take as a 4th and 5th, though.
Protoss
- For normal purposes, the horizontal main/nat
- Utilizing warp prism strategies, you can play much like a Terran and take the island
Zerg
- The horizontal main/nat is the way to go
- Taking the island is technically possible, but would require investment in overlord drops or nydus early on; better as a recovery option should a nydus or doom drop strategy fail to end the game, or taken normally later in the game
Horizontal/Cross Positions
These spawns offer more breathing room for macro play than vertical spawns, with a (slightly) more natural process for taking and holding 3+ bases.
Terran
- Take the 3/9 o'clock bases ezpz
- Natural expansion flow
Protoss
- Take the 3/9 o'clock bases ezpz
- Natural expansion flow
Zerg
- One option is to take the 3/9 o'clock bases like the other races, though you're more susceptible to some powerful 2-base timings
- Taking vertical main/nat gives you more breathing room for counter-attacks, greater opportunity to engage in mid, less chance of getting positionally cut off between nat/third
How to hold the base
Terran
3/9 o'clock
- Good simcity, use the watchtower, control the ramp between nat/third.
- Have a map presence; if they're making a major push against your simcity side, you want to know about it before it's hitting you.
- Use positional play to zone the map.
Island
- Missile turrets are your friend here
- Take advantage of your third being impenetrable by ground to put on the pressure; don't let them establish a formidable air presence
Protoss
3/9 o'clock
- Good simcity, use the watchtower, control the ramp between nat/third
- Have a map presence; if they're making a major push against your simcity side, you want to know about it before it's hitting you
- Use observers and/or oracle revelation to keep tabs on your opponent so you can out-position them; forcefields and AoE will wreck a big army trying to brute force through
Adjacent main/nat
- Mothership core is key; photon overcharge and recall will give you the mobility and stopping power necessary to defending a farther location
- Take a page from Zerg's book; if faced with a 2-base timing against your third, counter-attack to trade your third for their nat. Make sure to have recall to get back home and defend an economy advantage.
- Against lighter harassment, static defence isn't actually awful.
Island
- Better as a follow-up to a 2-base warp prism timing (e.g. storm drop, sentry ramp block, sentry/immortal, DT warp prism expand, etc.) when these don't end the game.
Zerg
3/9 o'clock
- Mid-map engagements are key. You want to prevent your opponent from reaching a powerful position and exploiting the corridor-like nature of the base location.
- Consider tactics like mutalisk harassment or ling backstabs to keep your opponent at home until you can amass a powerful enough army to engage in mid.
Adjacent main/nat
- If faced with a 2-base timing against your third, threaten the counterattack into their natural. You hold the distance advantage; disrupt their economy faster than they disrupt yours, and get home to stage a surround if they try to last-ditch bust through your nat.
- Against lighter harassment, static defence and a handful of units can deflect.
About Galaxy eSports:
We're an organization focused on helping build the SC2 mapmaking and North American competitive scenes. Follow us and keep up with our progress!
Twitter: @galaxyesports
Google+: +Galaxyesports
Facebook: http://facebook.com/galaxyesports
Website: http://galaxyesports.com
Contact the mapmaker by email at caustic [at] galaxyesports [dot] com