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[M] (6) Detonator

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2016-03-24 22:55:29
March 18 2016 07:29 GMT
#1
Detonator 1.3
132x132
Published on all servers


[image loading]

Completely idiotic maps are fun, and not enough of them exist, so I decided to make one. Expect a couple more of these in the near future.

This one's for 3v3, you're fairly safe until the main minerals mine out, after which the rush distance suddenly drops to about 2 seconds and the fun begins. And they're gold minerals, so that shouldn't take long at all.

The center is unbuildable to prevent terrans from abusing flying buildings.



Angled
+ Show Spoiler +
[image loading]


Details
+ Show Spoiler +
decoration sucks because i didn't put any time into it, so go away


Previous versions
+ Show Spoiler +
Version 1.0: center was buildable
+ Show Spoiler +
[image loading]

[image loading]
vibeo gane,
Xenotolerance
Profile Joined November 2012
United States464 Posts
March 18 2016 15:41 GMT
#2
holy shit this is perfect
www.alonetone.com/xenotolerance
Magmire
Profile Joined August 2015
16 Posts
March 18 2016 15:49 GMT
#3
Dislike the fact that it's so easy for ranged units to deny mining in the main mineral lines. Apart from that, great map
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 18 2016 17:56 GMT
#4
If the middle ground would be made a unbuildable area I think that would pretty much make the map as good as it gets, atm I foresee Terrans lifting raxes into the middle area, in the meta of the map that could get annoying really quick.

Alsos did you added the 900 minerals in? Or are they all the 1500 ones?
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
deymos
Profile Joined February 2016
35 Posts
March 18 2016 19:35 GMT
#5
Say whatever you want - I want this map on ladder. Truly, current mappool for 2v2 and 3v3 is very bad imo. This is great, funny, almost too creative;)
Shapelog
Profile Joined November 2015
United States5184 Posts
March 18 2016 21:57 GMT
#6
You know what be really fun?
A map with a short Bridge from the bases from the geeko. Annoying as hell, but gives the C&C RA3 AI feel of units always being in your base
Everyone prob. veto it though so
"Subsequently clicking post is like launching a doomsday's worth of nukes' equivalent in dopamine." -RB
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 18 2016 23:32 GMT
#7
The map name is genius for this concept. Definitely a rush-type map but I absolutely love it, and I haven't played team games in years.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2016-03-21 02:31:10
March 19 2016 18:03 GMT
#8
Oh man I want this on the ladder so bad.

Also - agree w/ Uvantak's suggestions. lifting raxes is big in the team game meta right now so no need to make it stronger than it needs to be. Also cannon rushes could be pretty hard to stop as a zerg or toss heavy team for the same reason. Better to make it unbuildable imo.
~ ~ <°)))><~ ~ ~
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
March 19 2016 18:10 GMT
#9
I would love it if Ace match in Pro League was played on these maps, 3 vs 3. Would be so sick. Never gonna happen though sadly

Would just love too see any/more matches on these maps from pro players at tournaments even if it's only for fun, like a side show a bit like what they do at Homestory Cup sometimes. Always entertaining and a great watch. Keep up the good work NegativeZero.
Fatam
Profile Joined June 2012
1986 Posts
March 19 2016 19:43 GMT
#10
I don't think you could mineral walk. But regardless, the middle should be unbuildable, I think everyone agrees.
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
Xenotolerance
Profile Joined November 2012
United States464 Posts
March 19 2016 20:08 GMT
#11
Yeah just cuz floating rax is pretty BS. The other options for mid harass I actually quite like, including reaper grenade. Toss can just warp stalkers in behind the minerals, I mean, holy crap. 10/10 solid gold
www.alonetone.com/xenotolerance
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
March 19 2016 23:17 GMT
#12
Even with an unbuildable middle I'm pretty sure this map favours terran a ton. I'm not sure what Protoss and Zerg can do against one or more terrans that rush reapers and vault themselves over the mineral line with their grenades.
Meta
Profile Blog Joined June 2003
United States6225 Posts
March 20 2016 22:58 GMT
#13
sooo... float your first rax and use your first 3 marines to deny mining to the entire opposing team?
good vibes only
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 21 2016 01:14 GMT
#14
On March 21 2016 07:58 Meta wrote:
sooo... float your first rax and use your first 3 marines to deny mining to the entire opposing team?

Well, that's if the opposing team doesn't do the same with you first!
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-03-21 02:02:53
March 21 2016 01:57 GMT
#15
On March 21 2016 10:14 Uvantak wrote:
Show nested quote +
On March 21 2016 07:58 Meta wrote:
sooo... float your first rax and use your first 3 marines to deny mining to the entire opposing team?

Well, that's if the opposing team doesn't do the same with you first!


So the optimal strategy on this map is to load SCVs into the command centre, and drop them off in the middle of the map to deny your opponents' barracks from landing... And since your opponent might do that it could end up as a worker war.
Avexyli
Profile Blog Joined April 2014
United States693 Posts
March 21 2016 03:31 GMT
#16
On March 21 2016 10:57 ZigguratOfUr wrote:
Show nested quote +
On March 21 2016 10:14 Uvantak wrote:
On March 21 2016 07:58 Meta wrote:
sooo... float your first rax and use your first 3 marines to deny mining to the entire opposing team?

Well, that's if the opposing team doesn't do the same with you first!


So the optimal strategy on this map is to load SCVs into the command centre, and drop them off in the middle of the map to deny your opponents' barracks from landing... And since your opponent might do that it could end up as a worker war.


If you do that the floating barracks player wins because he has gas.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-03-21 03:56:23
March 21 2016 03:53 GMT
#17
On March 21 2016 12:31 Avexyli wrote:
Show nested quote +
On March 21 2016 10:57 ZigguratOfUr wrote:
On March 21 2016 10:14 Uvantak wrote:
On March 21 2016 07:58 Meta wrote:
sooo... float your first rax and use your first 3 marines to deny mining to the entire opposing team?

Well, that's if the opposing team doesn't do the same with you first!


So the optimal strategy on this map is to load SCVs into the command centre, and drop them off in the middle of the map to deny your opponents' barracks from landing... And since your opponent might do that it could end up as a worker war.


If you do that the floating barracks player wins because he has gas.


ofc your other two allies are floating over their own raxes. You could try to counter that strat by having your allies leave the game early so that you get the resources for incredibly fast barracks, but I'm not sure how well that would work out.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 21 2016 05:19 GMT
#18
i'm going to edit the middle to be unbuildable so that's irrelevant anyway
vibeo gane,
RoomOfMush
Profile Joined March 2015
1296 Posts
March 21 2016 11:45 GMT
#19
On March 21 2016 14:19 -NegativeZero- wrote:
i'm going to edit the middle to be unbuildable so that's irrelevant anyway

One can still warp in units behind the mineral lines, right?
Dont know if that would be too fast. Maybe its okay.
Xenotolerance
Profile Joined November 2012
United States464 Posts
March 21 2016 19:51 GMT
#20
Should be fine I think. Zerg would have to put a spine right up in the minerals to defend harass I guess. It would be pretty terrifying if a PPP team all did it at once so there was a whole stalker army in there denying mining. But it would lock a bunch of stalkers in behind the minerals with no immediate way out, and it's scoutable as fuck, sooo probably would have to try it to find out.
www.alonetone.com/xenotolerance
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