Map of the Month #5 - Page 3
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adso
718 Posts
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empiriaa
United States7 Posts
Orbital Fortress By heliXempiriA ![]() Map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=220551 | ||
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The_Templar
your Country52797 Posts
Let's see if this works. ![]() Positions are just below 11 o'clock and just above 7 o'clock Naturals are on high ground with a ramp right next to the main's ramp, another ramp further away, and a small path with LoS blockers to a third with 6 mineral fields and one geyser. Another third is in the corners to the left of the mains, which also have 6 minerals and a geyser. The center is open, with some Xel'naga watch towers. Gold bases to the left and right of the center are what I'm worried about; they're massive. Edit: Sorry that the pic is way too small, I don't know what to do about that. | ||
prodiG
Canada2016 Posts
![]() Click to enlarge Click here to view the map thread Features & Specs below: + Show Spoiler [Features & Specs] + Features -Wide bridge leading to third expansion -Gold expansion blocked by destructible Xel’Naga Tower behind LOS Blockers (see map thread) -Middle is open with choke points throughout -Spacious, safe, easy to wall natural expansion (two ramps wide, like Shakuras Plateau) -Waterfalls and beaches! :D!!! Specs Map Size: 136x136 Expansions: 12 blue, 4 gold XNT: Four, destructible, blocking each gold expansion Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff This is how you do Jungle, gentlemen. Be sure to check out the map thread for more info & pics! | ||
SmashHammer
United States148 Posts
by SmashHammer (aka Nathan) ![]() Map Thread | ||
Randomaccount#77123
United States5003 Posts
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Antares777
United States1971 Posts
On May 08 2011 09:00 adso wrote: + Show Spoiler + On May 07 2011 07:29 Antares777 wrote: Name: Hysteria Author: Antares777 Overview: ![]() Description: The design is unique and centers around the three paths between the sides of the map. These paths can be used for flanking and counter-attacks to a great extent. The paths can merge together by destroying the large destructible rocks there. The center path has the largest choke, a 4x ramp, and the other two have a choke of 2x at the exit (natural) and 3x at the entrance (enemy fifth). It adds a lot of mobility in later game. The towers overlook the center path and each one overlooks one of the side paths respectively. The natural has a backdoor the size of one ramp that leads into the intended third and can be walled with a Pylon and a Gateway, or the equivalent of those buildings. Map Thread. Stop by and leave a comment! @Antares777: probably your best yet. Thanks! @prodiG - Sweet map. I like the idea of destructible towers on this map better than on Destiny. I think it's because there are four of them, they just seem to work better. Good job! | ||
goswser
United States3519 Posts
zerg masters 1170+ right now | ||
wrl
United States209 Posts
![]() BIG Description: + Show Spoiler + 1v1 Map. Your natural has a tight main choke that can be easily defended but also has a secondary rear entrance that can be taken advantage of. A long rush distance and close 3rd/4th bases can result in more macro-oriented battles. In the center, two main paths can be watched by split watchtowers, but narrow paths on the outside can be used to avoid the vision of the towers entirely. Map thread is here | ||
NickMP
United States46 Posts
![]() A map designed to encourage macro without completely shuting down the power of all in builds. The main thing i wanted was that every expansion has a point in taking it... Skiping one expo for a harder to hold one that has more resources...things like that. Specs: + Show Spoiler + o Third has 5 mineral pachs and 1 vespene geyser.(62.5%/50% of a normal base income.) o Gold base has 5 gold pacths and 2 blue mineral patchs.(118% of a normal 8 blue base income.) o Gold also has 1 rich and 1 normal geyser.(125% of a normal base gas income.) o Gold is also blocked by a single normal bunker. o A lowered supply depot blocks the mains ramp. I think this is my best map i'v made up untill this point. Although i'm still not that good at this yet...hehe... Also...can you lemme know if the email gets though? Still not sure if i got the adress down right... | ||
Archivian
United Kingdom362 Posts
@Barrin, ur entry just inspired 10 other map idea in my head. Which i have to go and note down right now ![]() | ||
Dromar
United States2145 Posts
Well done guys! | ||
VTPerfect
United States487 Posts
On May 08 2011 11:39 prodiG wrote: Ithaca by prodiG ![]() Click to enlarge Click here to view the map thread Features & Specs below: + Show Spoiler [Features & Specs] + Features -Wide bridge leading to third expansion -Gold expansion blocked by destructible Xel’Naga Tower behind LOS Blockers (see map thread) -Middle is open with choke points throughout -Spacious, safe, easy to wall natural expansion (two ramps wide, like Shakuras Plateau) -Waterfalls and beaches! :D!!! Specs Map Size: 136x136 Expansions: 12 blue, 4 gold XNT: Four, destructible, blocking each gold expansion Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff This is how you do Jungle, gentlemen. Be sure to check out the map thread for more info & pics! I can't wait to play on this. | ||
wuweiCridland
Denmark5 Posts
I'd like to play on these kewl maps. Relaxolotl.807 low diamond .. 0 points (just went into a drunken rage-lose-streak) Terraner! Maps look awesome glhf! | ||
ie
15 Posts
![]() Map Thread Description A larger macro style map with multiple attack paths. The thirds are equal distance from the main/nat of the base on either side. | ||
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The_Templar
your Country52797 Posts
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Apoo
413 Posts
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Johanaz
Denmark363 Posts
![]() Description: 4 player map designed for 1v1 Twisted Symmetry™ 148x162 playable bounds. 14 bases total. 4 center expos have either high yield minerals or high yield gas. Map Thread | ||
Archivian
United Kingdom362 Posts
On May 08 2011 23:44 Johanaz wrote: Void Rift ![]() Description: 4 player map designed for 1v1 Twisted Symmetry™ 148x162 playable bounds. 14 bases total. 4 center expos have either high yield minerals or high yield gas. Map Thread Yet another great map imho. Me thinks the judges are going to have a punch-up trying to decide what makes the final 5. And tbh, Im thinking they should change it to final 8 or something, coz I'm trying to pic my faverates (just for my own interest) and I just can't make the list any smaller, they are just so many quality maps. It feels like the worlds best are all having a go and frankly Blizzard should hire you all. | ||
monitor
United States2403 Posts
On May 09 2011 00:06 Archivian wrote: Yet another great map imho. Me thinks the judges are going to have a punch-up trying to decide what makes the final 5. And tbh, Im thinking they should change it to final 8 or something, coz I'm trying to pic my faverates (just for my own interest) and I just can't make the list any smaller, they are just so many quality maps. It feels like the worlds best are all having a go and frankly Blizzard should hire you all. Nice surge of maps! I think it will be hard to decide, there are definitely a lot of great maps. It will stay top 5 though. ![]() | ||
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