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[M] (2) The Ancient Wall

Forum Index > SC2 Maps & Custom Games
Post a Reply
Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
Last Edited: 2016-05-13 14:43:19
May 11 2016 14:43 GMT
#1

(2) The Ancient Wall

Size : 144x92
Spawn Positions : 2 at 1,7
Published on [NA],[EU],[KR],[SEA] - [Official] The Ancient Wall

This map is supported by KeSPA Proleague Lobby Mod, WCS GameHeart


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▶ Concept

Centralized type force-fighting map. I make easy and simple map, however, assailable one. This map induces micro and urgent playing through restricted air-route, small map size and limited resources.

'The Ancient Wall' is the first map to be exposed main expansion to block air-units through a huge wall. It embodies a asleep huge wall in Xel'Naga Temple for thousands of years.

'The Ancient Wall' means another assignment to be solved it for players victories by thier..


▶ Features

① Behind main expansion is surround huge wall, and air-units can not pass it.
② Players need quick troops management due to small map size.
③ Troops management is important due to small map size.
④ Air-units take advantage of behind main and natural to check enemies.
⑤ Wide third-expansion will be primary battlefield, It will be turning point of match


▶ Detail Design

+ Show Spoiler +
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Contact me!

-Twitter-
@JackSolute

-Homepage-
JACKSOLUTE.COM
JACKMADE.COM

Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
SpiritOfChicago
Profile Joined April 2016
19 Posts
May 11 2016 15:16 GMT
#2
*-* amazing
maximus_0
Profile Joined January 2013
United States43 Posts
May 11 2016 15:29 GMT
#3
this is very interesting, i don't think we've really seen maps that force engagements like this one will. you either control the middle or you lose it seems.
RoomOfMush
Profile Joined March 2015
1296 Posts
May 11 2016 16:12 GMT
#4
The map looks nice, but I think it will be horrible game play wise. When there is only one single way to your opponent then the game will be over extremely quickly. There is no way to counter attack. There is no way to outmaneuver your opponent. There is no way for back stabs or surrounds or anything.
You attack and you either win or you lose. Either way, the game is decided very quickly.
BalanceEnforcer
Profile Joined February 2016
37 Posts
May 11 2016 16:19 GMT
#5
Length of the games will be determined by player control, its not the map.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 11 2016 16:33 GMT
#6
I like the concept of air blockers in general, but they seem really excessive on this map. It seems like every single game will result in an army pushing through the middle and ending the game, or horrible drawn out split map scenarios that can't be circumvented by drops or counterattacks. This map is way too restrictive.
Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
Last Edited: 2016-05-11 19:01:43
May 11 2016 16:53 GMT
#7
I agree your comments. Players can not play macro because you know reason : a single way. no way to counter attack, no fly zone, etc...

This map's primary goal is generalization of 'no fly zone', and secondary goal is JUST rush map. When Blizzard accepts 'no fly zone' system by adopting ladder map, mapmakers will try 'no fly system' when they make macro type maps.

Then, you ask me 'Why do you design just one way', and I say 'The most simplest map optimizes to adapt new system easily I think. (Of course, My thinking may be wrong)
Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 11 2016 16:53 GMT
#8
I think it's really interesting, a hold the line type of map, it's not something we've seen much of before. Instead of trying to outmaneuver and outexpand your opponent, it's more a king of the hill kind of map. It also looks polished as ever, so overall I like it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Avexyli
Profile Blog Joined April 2014
United States702 Posts
May 11 2016 18:10 GMT
#9
Oof, Terrans will not like this map. Literally impossible to drop. :\
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-05-11 19:24:06
May 11 2016 19:20 GMT
#10
hmm, that and the fact that protoss could deny overlord scouting pretty well with an early stalker makes me think it's P-favored. But who knows. Each race would have to adjust what they normally do a bit.

Lurkers or any zone control unit should be pretty ridiculous here.
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
InfCereal
Profile Joined December 2011
Canada1759 Posts
May 11 2016 19:54 GMT
#11
On May 12 2016 01:12 RoomOfMush wrote:
The map looks nice, but I think it will be horrible game play wise. When there is only one single way to your opponent then the game will be over extremely quickly. There is no way to counter attack. There is no way to outmaneuver your opponent. There is no way for back stabs or surrounds or anything.
You attack and you either win or you lose. Either way, the game is decided very quickly.


If both players played a macro game - yes. This map should heavily favor 1-2 base openings, though. It's detrimental to open economical.
Cereal
Antares777
Profile Joined June 2010
United States1971 Posts
May 12 2016 15:43 GMT
#12
Very cool. Pro games on this will completely end debates on whether or not a single central path is a good idea. Personally, I don't think it's a good idea, but let's see how this goes. Legacy of the Void has given all the races good zone control units, so this might not be as broken as my initial reaction tells me.

Interestingly, mech may actually be the best strategy for Terran on this map.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 13 2016 00:18 GMT
#13
Yea I was going to say the same, seems like a good mech map.
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