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[M] (4) Elevation Burrow

Forum Index > SC2 Maps & Custom Games
Post a Reply
Kinshini
Profile Joined January 2010
United States26 Posts
Last Edited: 2014-04-20 01:23:36
April 19 2014 01:26 GMT
#1
Top down view:

http://i.imgur.com/005hba7.jpg

-1 v 1 spawns horizontally (NO cross NOR top vs bottom).
-There're two destructible rocks behind the natural expansions.
-2 v 2 allies' spawn vertically.

-----------------------------------------------------------------------------------------------------------

Playable Dimension: 220 X 144

Distance by ground path using a worker (using in games seconds):

Top spawn
Main to Main ≈ 72s
Natural to Natural ≈ 55s

Bottom spawn
Main to Main ≈ 80s
Natural to Natural ≈ 60s
-----------------------------------------------------------------------------------------------------------

Map Description

Elevation Burrow has come a long to its third final version, going through an additional 74 major and minor surgeries for the Team Liquid Map Contest #4, from its initial 11 when I posted the first final version on the StarCraft II’s General Discussion and Melee Map Showcase Forums, I hope everyone enjoys playing on it and I’m looking forward to seeing it on the ladder pool.

Elevation Burrow is a four player melee map designed for one versus one matches. The distant feature of this map is that it’s horizontal spawn only (NO cross NOR top vs bottom), since the top and bottom of the map isn’t mirrored. There are also two destructible rocks behind the natural expansions serving as a turtle breaker during the mid to late stages of the game when a split map scenario occurs. There are two path to the center third bases from either spawning locations with a destructible rock tower placed by it that can be knocked down to block the path at the back to shutting down harassments. In the center of the map there’s a Xel’ Naga watch tower surrounded by sight blockers on a high ground that reveals a large portion of two huge path in the center, that can be used to spot most unit movement, while there’re also two long and narrow paths that circles around the vision of the watch tower. The map leans toward macro oriented play due to its sheer size and close bases.

Special thank-you and shout-out to those who helped me made the map to what it is. Scyt and Shipdoodle who tested many version of this map pointing out problem, giving good feedback and suggestion. GMs and progammers: KoMA, viOLet, Mercy, Splendor, and SSanaEE testing out final versions and pointing out core problems and explaining to me why something is broken and give suggestions for fixing. CommradConnor for a great idea of fix and XOXO for playing against GM.


-----------------------------------------------------------------------------------------------------------

Please rate and review

If anyone have any comments, suggestions, and or feedback you can contact me by going to the group Op Ryuuga, message me in game Ryuuga #643 or leave a comment below.

Other maps I've made:
(2) Kumo Atlas http://www.teamliquid.net/forum/viewmessage.php?topic_id=444624
(2) Raven Hunt http://www.teamliquid.net/forum/viewmessage.php?topic_id=444625
(2) Sleeping Beauty http://www.teamliquid.net/forum/sc2-maps/444719-2-sleeping-beauty
Melee Map-Maker Since 2008
Gfire
Profile Joined March 2011
United States1699 Posts
April 19 2014 02:39 GMT
#2
Finally a reflectional 2-in-1. I had plans for something like this myself, but haven't got it done. Great to see someone else is on it.

I feel it's very large with a lot of bases... I'd prefer something a bit simpler I think.
all's fair in love and melodies
JessicaSc2
Profile Joined February 2014
Poland123 Posts
April 19 2014 06:07 GMT
#3
Some nice concepts there but the execution is a bit raw.
Kinshini
Profile Joined January 2010
United States26 Posts
April 19 2014 06:30 GMT
#4
To be honest I'd like to destroy the bottom half of the map and remake it, but I ran out of time to modify the structure further.
Melee Map-Maker Since 2008
Isarios
Profile Joined March 2014
United States153 Posts
April 19 2014 21:22 GMT
#5
Why don't people like it? Including you, OP?

I think it looks fantastic. The little path on the very edges is really cool, seems good for sneaky attack for both attack and defense.
Nice bright color.

Decent ability to take thirds.
Blahhh
Kinshini
Profile Joined January 2010
United States26 Posts
April 19 2014 21:34 GMT
#6
On April 20 2014 06:22 Isarios wrote:
Why don't people like it? Including you, OP?

I think it looks fantastic. The little path on the very edges is really cool, seems good for sneaky attack for both attack and defense.
Nice bright color.

Decent ability to take thirds.

Think it's because I worked on it too much, I wanted to delete this map at one point when I reached around the 80th version and becomes frustrating.
Melee Map-Maker Since 2008
LoveTool
Profile Joined April 2012
Sweden143 Posts
April 20 2014 17:34 GMT
#7
Shooting the natural mineral line from the gold mineral line looks like a problem.
Isarios
Profile Joined March 2014
United States153 Posts
April 21 2014 01:41 GMT
#8
Yeah, but I'd be mad if it was bad. This looks really nice. The layout seems pretty good so far? and the colors and textures are nice and bright.
Blahhh
Kinshini
Profile Joined January 2010
United States26 Posts
Last Edited: 2014-04-21 02:10:55
April 21 2014 02:10 GMT
#9
On April 21 2014 10:41 Isarios wrote:
Yeah, but I'd be mad if it was bad. This looks really nice. The layout seems pretty good so far? and the colors and textures are nice and bright.

Thanks and yeah the layout is good so far it's not the best map in the world but it's good. I also spent a lot of time through out the map making process to improve how the texture looks and it looks a lot like how a dessert should be.

By the way this is the stream of the guy who helped me balance the map, be sure to check him out, he's pretty good.
http://www.twitch.tv/colkoma
Melee Map-Maker Since 2008
Kinshini
Profile Joined January 2010
United States26 Posts
April 22 2014 00:58 GMT
#10
On April 21 2014 02:34 LoveTool wrote:
Shooting the natural mineral line from the gold mineral line looks like a problem.

Yeah, I just tested it and you could put siege tank there and shoot the mineral line, but it can easily be fixed by removing some terrain if it's a serious problem.
Melee Map-Maker Since 2008
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