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[M] (2) JS Ancient Ruins

Forum Index > SC2 Maps & Custom Games
Post a Reply
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-31 23:41:03
January 30 2015 16:53 GMT
#1
[image loading]
JS Ancient Ruins

Published on: NA, EU, KR, SEA

Lore:


These Ancient Ruins have been abandoned by the native inhabitants shortly after the Confederacy abused their ‘Privilege Of Passage’. The Khalai Ruins still excrete low psionic levels - fuelling tales of High Yield minerals.

Features/Analysis:


One of the biggest features of this map is how close your 'other' base is. Regardless of which base you spawn at, you have the option to take the other base as your 3rd or 4th expansion.
The center of the map receives lots of action through the many choke entrances and prodding high ground vantage points. Once the debris are destroyed the center becomes very open and not having your army caught out of position becomes crucial.
Other less significant features include the 8&2 3rd base cliff, 8&2 Natural base 2 hex cliff entrance that can be blocked with a pylon/supply depot.

[image loading]

204x140 Playable Bounds
75.5 Seconds (10 O'clock & 4 O'clock Main)
61.6 Seconds (10 O'clock & 4 O'clock Nat)
63.1 Seconds (8 O'clock & 2 O'clock Main)
59.8 Seconds (8 O'clock & 2 O'clock Third)
16 Normal Bases
2 High Yield Bases

Images not up to date, from old version(s)
+ Show Spoiler [Angled View] +
[image loading]


+ Show Spoiler [Analyzer (Openness not accurate, some…] +
[image loading]
[image loading]


+ Show Spoiler [Aesthetics] +
[image loading]
8 O'clock and 4 O'clock base setup.
[image loading]
8 O'clock and 4 O'clock base expansion (though not limited to)
[image loading]
10 O'clock and 2 O'clock Main and Natural
[image loading]
Clear expansion path for 10 O'clock and 2 O'clock positions. (Again not limited to this expansion path)
[image loading]
Center of map.
[image loading]
8 O'clock and 2 O'clock Harass backdoor to Natural. Low hex count makes it easily wallable.
[image loading]
The 'Ancient Ruins', XNT.


GLHF!

+ Show Spoiler [changelog] +
v. 0.4 - Posted on TL
v. 0.5 - XNT towers removed, 3 & 6 O'clock center chokes open up
Antares777
Profile Joined June 2010
United States1971 Posts
January 30 2015 19:32 GMT
#2
Nice changes! I like how the high yield expansions and middle turned out. You've gradually improved the layout since the first time I saw it in the WIP thread. I think that the watchtowers are in an awkward location though.

Nice work.
FlaShFTW
Profile Blog Joined February 2010
United States10098 Posts
January 30 2015 21:34 GMT
#3
jesus there are so many chokes. also the map layout feels like someone just threw out w.e. went into their head onto a map editor. seems very messy and clumsy. i suppose this layout isnt quite standard though so (shrug)
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 31 2015 00:32 GMT
#4
@Antares: I agree about the watchtowers. They're there primarily for seeing up the ramp when taking the base but that's far enough into the game that it shouldn't really matter. (Plus the base is far enough back that you actually have to clear the ramp before you can attack the base.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 31 2015 02:38 GMT
#5
Looks like the really dark places in the zoo. Where they keep exotic insects or creatures of the night in terrariums under golden yellow light. It's a beauty.
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-31 23:39:15
January 31 2015 23:37 GMT
#6
Map Updated!

XNT towers removed and opened up 3 O'clock and 6 O'clock chokes into center.

[image loading]
Overview updated on main post, all other picture out of date
Mahavishnu
Profile Joined August 2010
Canada396 Posts
February 01 2015 18:19 GMT
#7
On January 31 2015 06:34 FlaShFTW wrote:
jesus there are so many chokes. also the map layout feels like someone just threw out w.e. went into their head onto a map editor. seems very messy and clumsy. i suppose this layout isnt quite standard though so (shrug)

At least you're being honest ! ~ That's the thing about standard feeling maps.. they are.
everything is gravity
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