The Starcraft Mapmaking Association is proud to present our first map pack, showcasing new maps by the creators of Echo, Terraform, Korhal Compound, Coda, and more. With the approach and eventual release of LotV, we will hopefully have additional releases demonstrating our various ideas and approaches for mapping for this new game.
All of these maps are published on all servers using the SMA tag.
This map features an innovative 3rd setup involving the very vulnerable geysers. The geysers are initially blocked by neutral Assimilators, forming a tight wall. Destroying the Assimilators opens a narrow path between the geysers, allowing units to pass, but constructing your own gas collection buildings will seal the wall again. The rock tower to the side adds another layer of complexity. If it is collapsed while the Assimilators have over 500 HP, they simply take 500 damage - however, if it is collapsed while the geysers are unblocked or the Assimilators have 500 or fewer HP, the rocks fall and the geysers are permanently removed from the map.
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This LotV oriented 2p map is effectively a "spiritual successor" to Terraform. This map preserves the concept of a separated outer ring and inner area, which are connected only by narrow, abusable chokes. However, the long corridors have been largely replaced with wide open spaces.
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A collaboration between SC2 mapmaking veteran monitor and recent BW mapmaking convert sTY_leZerg, this 2p map features an experimental 3rd base resource setup. LoS blockers prevent ground vision into the main, while a double set of destructible rocks allows a direct main-3rd path to be opened in the mid-game. Additional bases are difficult and will require careful army awareness and movement.
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A non-standard yet beautiful 2p map designed with LotV in mind, Nemesis features open nats on a diagonal mirrored symmetry based layout. The central valley is the shortest route between players, but the outer bounds shouldn't be overlooked by the players!
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This fairly standard 2p map is based around an expansion pattern which gradually forces players closer to the map's center as the game progresses. Detailed background decoration shows a city surrounded by decaying industry on one side and a barren wasteland on the other.
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This experimental 4p map features a unique symmetrical nat/3rd layout as well as a set of backdoor corridors which can be used to harass the nat and 3rd, open a path to the main, or gain access to the tucked-away side bases.
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A solid standard 2p macro map featuring everyone's two favorite decorative elements, beaches and bridges!
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And now for a final bit of obligatory self-advertisement: