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[M] (4) Red Rock Ridge

Forum Index > SC2 Maps & Custom Games
Post a Reply
lefix
Profile Joined February 2011
Germany1082 Posts
June 14 2014 14:50 GMT
#1
[image loading]

Red Rock Ridge
by lefix
Size: 152x152
Available on all Servers

Pretty standard 4p map overall, but the vertical thirds have a mineral wall designed to also extend vertical rush distances, without blocking the path completely.
No Xel'Naga towers.
All spawns enabled.
Mar Sara in space is pretty cool, too!

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 14 2014 15:10 GMT
#2
I would say why not put rocks next to the mineral wall and get an even better rush distance for vertical by forcing them to go through middle and use the cool highgrounds there. You only buy what, 5 more seconds of rush time with the partial wall? Then you get a kind of cool dynamic where someone can try and be sneaky and break the rocks to use the alternate route and catch someone off guard.

+ Show Spoiler [like this maybe] +

[image loading]
Comprehensive strategic intention: DNE
lefix
Profile Joined February 2011
Germany1082 Posts
June 14 2014 15:26 GMT
#3
That wouldn't do much. With the minerall wall, the shortest path already leads through the mid highgrounds.
Also, I don't want to block the path completely. Lings should still be able to defend against marines/stalkers on the other side of the minerals.
Map of the Month | The Planetary Workshop | SC2Melee.net
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2014-06-14 15:54:45
June 14 2014 15:52 GMT
#4
This is a really cool map. I like it. The highgrounds have a really cool dynamic in that they're important in all spawn orientations but for different reasons in each. I like the aesthetics as well.

Vertical/cross spawns play out the coolest IMO, as a combination of the different attack paths through the high grounds, the sneaky runby path past the minerall wall thirds, and the backdoor connecting your third and fourth. Not that horizontal spawns are bad though, since they force you to use the high ground to cut off attacks towards your third. Both are cool.
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 14 2014 15:54 GMT
#5
How did you display the background, it stays black for me whatever the options i choose.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
lefix
Profile Joined February 2011
Germany1082 Posts
June 14 2014 16:09 GMT
#6
Change the skybox
Change camera to space
Map of the Month | The Planetary Workshop | SC2Melee.net
moskonia
Profile Joined January 2011
Israel1448 Posts
June 14 2014 16:37 GMT
#7
I don't get why you chose to have it in space instead of on the ground, the looks of the map does not fit as an asteroid or a space station imo.
lefix
Profile Joined February 2011
Germany1082 Posts
June 14 2014 16:58 GMT
#8
On June 15 2014 01:37 moskonia wrote:
I don't get why you chose to have it in space instead of on the ground, the looks of the map does not fit as an asteroid or a space station imo.

because of this :D
Map of the Month | The Planetary Workshop | SC2Melee.net
moskonia
Profile Joined January 2011
Israel1448 Posts
June 14 2014 17:13 GMT
#9
You can just have the backround be blue sand/ water though. Would be better imo.
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 14 2014 23:35 GMT
#10
There's a whole lot of map in between the nat and those 6/12 thirds. I've said this like three times.
+ Show Spoiler +
STOP BEING BAD yo
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Homonuncnunc
Profile Joined May 2014
United States41 Posts
June 18 2014 06:12 GMT
#11
On June 15 2014 08:35 NewSunshine wrote:
There's a whole lot of map in between the nat and those 6/12 thirds.



This could be fixed if you flipped the third and placed it up against the main. Would make this map even more reminiscent of Entombed Valley than it already is, but that's not a bad thing. It's unique enough with the connecting paths at 6 & 12 and the middle layout. Maybe add rocks to the 6 & 12 ramps? If the base was closer to your main and the ramp was farther and walled off the third might be takeable in horizontal spawns.
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
June 18 2014 07:32 GMT
#12
On June 15 2014 08:35 NewSunshine wrote:
There's a whole lot of map in between the nat and those 6/12 thirds. I've said this like three times.
+ Show Spoiler +
STOP BEING BAD yo

But the amount of ground distance your army has to cover to defend 3 bases isn't abnormally far at all.
vibeo gane,
lefix
Profile Joined February 2011
Germany1082 Posts
June 18 2014 08:10 GMT
#13
I don't really see the problem either. The ground distance doesn't really seem to be any longer than frost, overgrowth or king sejong station for comparison.
Map of the Month | The Planetary Workshop | SC2Melee.net
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
June 18 2014 20:36 GMT
#14
As a Terran I wouldn't wanna play this map. Beautiful design for P/Z though.
Twitter: @iamcaustic
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 18 2014 21:20 GMT
#15
On June 18 2014 17:10 lefix wrote:
I don't really see the problem either. The ground distance doesn't really seem to be any longer than frost, overgrowth or king sejong station for comparison.

No, the ground distance is relatively normal, but if someone tries to pull you apart with drops you have a lot more ground you have to cover all of a sudden. Usually when drops can do that, the ground distance you have to cover should be relatively short compared to other maps, I did that in Gorgas Marsh. Also, the simple matter of creep spread makes it a bit of a pain.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 19 2014 10:45 GMT
#16
On June 15 2014 01:09 lefix wrote:
Change the skybox
Change camera to space


TY so much!!!!
Retired Mapmaker™
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