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[M](2)Rockslide

Forum Index > SC2 Maps & Custom Games
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algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-10-02 16:30:56
October 02 2014 16:10 GMT
#1
Rockslide

Published on : NA, EU, KR, SEA

made by me

[image loading]

  • Size 132x132
  • Rush distance Main to Main 61.6 secondes
  • Rush distance Natural to Natural 44.5 secondes
  • 0 XNT
  • 12 normal bases

Analyzer
+ Show Spoiler +
[image loading]

For some reasons the colored lines aren't showing



Description
This is the map I originaly intended to submit to the Mapximum map contest but since I'm not so sure about its balance due to the agressive playstyle it encourages and the open natural I didn't submit it.

Due to the confirguration of the natural and the third, I don't expect long macro games on this map. However as for Expedition Lost, I tried to make it so that both an aggressive and macro play style can work.

What do you think ?

rly ?
moskonia
Profile Joined January 2011
Israel1448 Posts
October 02 2014 16:15 GMT
#2
Really cool, I love double entrance naturals. I would be a bit worried about blink, but the way the bases are located it seems like drops should be pretty good here, so it might be fine for Terran to get to the midgame a bit behind.

Map is really unstandard, and thus I doubt you will get a lot of positive reviews, but I would want to see some games on it, as I am sure they would be pretty different than the norm.
lefix
Profile Joined February 2011
Germany1082 Posts
October 02 2014 16:16 GMT
#3
You thread looks a bit messed up.

Bit I really like it! Each map of you seems to improve significantly :D
Map of the Month | The Planetary Workshop | SC2Melee.net
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-10-02 16:49:44
October 02 2014 16:48 GMT
#4
Ok, the OP is fixed now...

I tried to reduce the blink potential with some doodads but the map is only 132*132, I can't cover the map with doodad just to prevent blink plays. I also tryed to make the blink spot obvious so that there's no doubt about the location where the Stalkers will attack. I'm more or less relying on the players to use the unstandardness of the map to counter the blink play with some map specific builds. Destroying the rocks are obviously not stopping any blink play but it buys time and it's an easy way to secure a pathway.

Thanks for your feedbacks and I hope they'll stay positive
rly ?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 02 2014 17:22 GMT
#5
I can already feel the pain of Zerg players. Definitely a step up in terms of your maps though, and this map has some really cool concepts going for it.
Twitter: @iamcaustic
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 02 2014 17:45 GMT
#6
It feels really really choked up tbh. Apart from that the concept is very innovative and interesting. I wish Blizzard would put maps like this in the offseason map pool instead of old broken maps
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Hexe
Profile Joined August 2014
United States332 Posts
October 02 2014 20:54 GMT
#7
I think Zerg would do just fine to be honest, I love the option to close doors for the natural/third. I think maybe if the middle was almost entirely open, it would give Zerg pouncing grounds to eat up forcefields and delay a Terran push.
[PkF] Wire
Profile Joined March 2013
France24233 Posts
October 02 2014 20:55 GMT
#8
I like a lot of the ideas (the high ground third feels really original !) and the general flow of the map is great, but how are you supposed to kill the rocks to hold your natural when expanding in PvZ ? I think one of the collapsible rocks should be replaced by destructible rocks so that you can expand safely as P in PvZ.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 02 2014 21:54 GMT
#9
I like how the nat and 3rd arr very original, I just get the feeling Blink is going to be way to strong, to much of a blinkable area.
10%
GeneralSezme
Profile Joined July 2014
United States58 Posts
October 02 2014 22:31 GMT
#10
Wow, this is a beautiful map...
Melee map maker
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-10-03 07:02:51
October 03 2014 06:12 GMT
#11
On October 03 2014 05:55 [PkF] Wire wrote:
I like a lot of the ideas (the high ground third feels really original !) and the general flow of the map is great, but how are you supposed to kill the rocks to hold your natural when expanding in PvZ ? I think one of the collapsible rocks should be replaced by destructible rocks so that you can expand safely as P in PvZ.


Initialy destructible rocks were closing the most obvious entrance to the natural. However since it created a huge rush distance and made it impossible to scout properly, I decided to place a collapsable rock instead.

As most of you said, blink is a legit concern on this map and I'm relying on the open natural and the base layout to encourage the players to use new and more aggressive builds which would negate the effectiveness of a blink play especially on 2 bases.

I'll try to see how the map look like if I reduce the amount of doodads in the middle. I can't really remove them entirely because the rush distance would become really short.

Edit : quick fix before going to work :
+ Show Spoiler +
[image loading]


I placed destructible rocks in the middle, their size is 6*6 but they only have 100 hp (I didn't modify any value, they have 100hp by default for some reason). I also reduced the amount of the rock doodads in the middle to make more room for movement. Tell me what you think of those changes.
rly ?
ATTx
Profile Joined February 2012
Korea (South)178 Posts
November 02 2014 16:38 GMT
#12
wow i like this map

really
5one2heal@gmail.com
Fatam
Profile Joined June 2012
1986 Posts
November 08 2014 19:50 GMT
#13
voted for this for motm, cool map
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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