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[M] (2) Chandra's Eclipse

Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2015-04-20 14:57:35
April 18 2015 21:18 GMT
#1
Chandra's Eclipse
Created by Scorp
Teamliquid Map Contest 6 entry 1/3


[image loading]
Previous Version


Information
Chandra's Eclipse is a fairly standard 12-base map in terms of layout, but packs everything into smaller bounds without compromising distances and overall game flow. It is based on an old map of mine, Tainted Underworld, so similarities are not coincidential.


Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]



Published: NA + EU
Spawns: 2
Bounds: 116x140
Bases: 12x 8m2g
Natural to Natural: Equal to Overgrowth
XNTs: 2



Feedback is, as always, welcome and well appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
[PkF] Wire
Profile Joined March 2013
France24238 Posts
April 18 2015 21:28 GMT
#2
So simple and yet so well done ! I like how you have to watch out for every attack path (quite akin to what happened on Neo Planet S, one of my favorites map ever), I like how every base taken makes you closer to your opponent. Great job !
FlaShFTW
Profile Blog Joined February 2010
United States10290 Posts
April 19 2015 04:10 GMT
#3
sick map. really like the base placements and the idea of controlling both the center and surrounding edges.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Blizzkrieg
Profile Joined March 2014
95 Posts
April 19 2015 05:42 GMT
#4
Can't wait to log on and try this out.
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
Fatam
Profile Joined June 2012
1986 Posts
April 19 2015 07:59 GMT
#5
I don't think the middle bases can be taken until you've already won (ye olde "win more" middle bases that older maps used to have a lot), I can't see the map going past 3 base hardly ever. Rush distance is equal to overgrowth but aggression is clearly stronger here, with a more exposed main, bigger concave outside the nat, and more airspace. Those are my first negative thoughts about the map, like em or hate em.

My initial positive thoughts are that people might be able to barely hold on to 3-4 bases thanks to the XNT and you could have some really epic struggles from that. And the aesthetics are, as usual, quite on point.
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
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2015-04-20 14:58:13
April 20 2015 13:29 GMT
#6
On April 19 2015 16:59 Fatam wrote:
I don't think the middle bases can be taken until you've already won (ye olde "win more" middle bases that older maps used to have a lot), I can't see the map going past 3 base hardly ever. Rush distance is equal to overgrowth but aggression is clearly stronger here, with a more exposed main, bigger concave outside the nat, and more airspace. Those are my first negative thoughts about the map, like em or hate em.

My initial positive thoughts are that people might be able to barely hold on to 3-4 bases thanks to the XNT and you could have some really epic struggles from that. And the aesthetics are, as usual, quite on point.

It definitely is an aggressive map, hence the smaller map bounds, but holding three to four bases shouldn't be all that difficult due to the XNTs' great coverage. I may however revise the pathing at the fourth if they prove too difficult to hold.

edit: Updated map (see original post)
Mapmaker | Author of Atlas, Rao Mesa & Paralda
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