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[M] (2) Pandemonium

Forum Index > SC2 Maps & Custom Games
Post a Reply
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-04-12 04:56:39
October 12 2019 23:16 GMT
#1
[M] (2) Pandemonium

[image loading]
(click to enlarge)
Size: 112×152
Spawns: Top Left, Bottom Right
Published to: (as [ZoU] Pandemonium)
Rush distances:
Main to main: 42
Top of main ramp to top of main ramp: 37
Natural to natural: 29





Description: The natural is a Polar Night type natural, with mineral patches (15 resources each) leading to the backdoor third. The workers are roughly 8 range away from the lowground while mining which means they are not vulnerable to stalkers, but are to tanks or ravager biles. However the long path to get behind the natural and the fact that tanks/ravagers would necessarily be vulnerable while sieging the back of the natural should (hopefully) make it safe enough. The natural has a rich gas in addition to the regular two gases which blocks a passage leading to the gold base. There's a collapsible rock tower on top of the geyser, and squares similar to those on Neon Violet Square behind them.

For those who don't know this is how collapsible rock towers work in this situation. If you destroy the rock tower, it will fall dealing 500 damage to everything in the area, and if everything is destroyed regular rocks (with 2k health and 3 armor will appear). The rock tower will destroy the geyser if that happens which opens up the passage to the gold once the regular rocks are destroyed. However if the 500 damage does not destroy everything (for example if there's an assimilator built on top of the geyser which has 600 health, or a building such an evolution chamber built besides the geyser) the rocks will not appear and the geyser will survive intact. Furthermore if there's a worker mining from the geyser exactly as the rock tower collapses, the worker being invulnerable will prevent the rocks from appearing and protect the geyser.

All these interactions make it so there's a lot of play/counterplay around collapsing the rocks of your opponent, or collapsing the rocks yourself either to protect the geyser or to open up the passage to the gold. Additionally, you can push probes through the geyser by building an assimilator and a pylon, and can get SCVs through by building a refinery. The orange squares prevent tanks from shelling the town hall from across the rich gas, but a stalker or a cyclone can technically get close enough to shoot it (though they'll be quite vulnerable when doing so).

The base adjacent to the natural has six regular mineral patches, and two gold patches under the rock. Destroying the rocks open the minerals to mining, and open another path into the back third.

There are two Xel'naga watchtowers on the map to the sides, both under collapsible rock towers (the interactions are mostly the same as for the geyser), and with two 15 mineral patches to wall-off the side bases.

The middle of the map is mostly open (given the map is quite narrow), but have squares like on Neon Violet Square (archons, ultras, tanks and thors can't go through them) for players to maneuver around.

Changelog
+ Show Spoiler +

  • October 9th, 2019: Published as + Show Spoiler +
    [image loading]

  • March 2020: Added mineral blocking gold for Mapper's Delight 2.


DomnicFernas
Profile Joined November 2019
1 Post
November 18 2019 06:20 GMT
#2
Amon's forces have begun an attack on a Dominion colony. The forces are overwhelming the planet, and an evacuation is needed. Only through the forces of two Commanders can the colonists safely evacuate to the spaceport and get off the planet.

-Based off of the first Ariel Hanson Mission.

-Players will have to defend the transports as it can take an array of different paths through the forest and to the spaceport from the base. As time wittles down, multiple colonist transports may launch at once.

-The Spaceport can also be attacked, and will need to be defended. If you lose the spaceport, you lose the game.

And that is the basic description. To go into detail, the routes the trucks can take would be able to be randomized, making it less predictable on where it might launch from, or what path it will take. Some paths even intersect, so just because it starts off on the right, does not mean it will stay on the right.

User was banned for this post.
Harris1st
Profile Blog Joined May 2010
Germany6830 Posts
Last Edited: 2019-11-22 10:43:53
November 22 2019 10:42 GMT
#3
Is this map a personal tribute to Pande ?

Edit: If so, you really need to hide a Chelsea flag somewhere
Go Serral! GG EZ for Ence. Flashbang dance FTW
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 23 2019 03:16 GMT
#4
On November 22 2019 19:42 Harris1st wrote:
Is this map a personal tribute to Pande ?

Edit: If so, you really need to hide a Chelsea flag somewhere


Unfortunately not, though the association did occur to me after I named the map. Chelsea's flag is a bit too detailed to make out easily, so idk about hiding one.
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