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[M] (2) Ignis Caldarium

Forum Index > SC2 Maps & Custom Games
Post a Reply
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2015-04-20 20:23:07
April 20 2015 03:18 GMT
#1

[image loading]

Uploaded to [AM] [EU]

By: Rife

Notes
+ Show Spoiler +

The base layout has some things in common with Steppes of War. But, instead of players going through the middle with a short rush distance they are forced to the outside. They are only able to go through the middle when rocks are taken down but navigating narrow chokes are required when doing so. It is important to note that cliffwalker units are not able to cut across the middle. They must go to the outside as well.


Stats:
Spawns: 2
Playable Map Bounds: 136 x 144

Distances
Main to Main: 68 seconds
Natural to Natural: 42 seconds

10 Normal Bases
2 Gold Bases

[image loading]

Angled Overview
+ Show Spoiler +

[image loading]


Analyzer Images
+ Show Spoiler +

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Screenshots
+ Show Spoiler +

[image loading]

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Protoss Walloff
+ Show Spoiler +

[image loading]


I would love to hear your comments and feedback!
SwedenTheKid
Profile Joined July 2014
567 Posts
April 20 2015 03:30 GMT
#2
Very nice texture work
Casual Mapmaker
Blizzkrieg
Profile Joined March 2014
95 Posts
April 20 2015 03:50 GMT
#3
More lava maps, forever and always.

Nice work.
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
FlaShFTW
Profile Blog Joined February 2010
United States10141 Posts
April 20 2015 04:02 GMT
#4
don't put rocks between the third and the natural. you inherently make it more difficult for zergs.

interesting middle, i wonder how it will work. personally, id rather make the middle larger and just remove those middle bases. right now its just a tiny strip of area to walk through.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
GiveMeCake
Profile Joined October 2010
148 Posts
April 20 2015 06:58 GMT
#5
No you can't take out the rocks at the Zergs third because Protoss can't wall in while they FE.

The textures are really good. It's hard to explain but it looks very 'commercial' looking and pleasing to the eye.
I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
Fatam
Profile Joined June 2012
1986 Posts
April 20 2015 07:11 GMT
#6
On April 20 2015 13:02 FlaShFTW wrote:right now its just a tiny strip of area to walk through.


I think that was a conscious design choice. (and a perfectly fine one, imo. Middle areas of maps shouldn't always be open and boring)

I do agree that taking a 3rd as zerg could be an issue.
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
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2015-04-20 14:49:57
April 20 2015 14:35 GMT
#7
On April 20 2015 16:11 Fatam wrote:

I do agree that taking a 3rd as zerg could be an issue.


It is a concern. Since Zerg is the one with problems now after the Swarm Host change it might make sense to do something. These are some alternatives.


[image loading]

[image loading]

[image loading]
MarcusRife
Profile Joined March 2011
343 Posts
April 20 2015 17:00 GMT
#8
I decided to go with this one.

[image loading]
SwedenTheKid
Profile Joined July 2014
567 Posts
April 20 2015 19:41 GMT
#9
2 pylon cannon rush?^
Casual Mapmaker
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