Standard map that features thousand years old Protoss aqueducts. The first few bases are easy to take but taking additional bases during the lategame will require good army presence in the middle. Rock towers are present nearthe linear third base. There are four bases in the center of the map that point towards the middle. This kind of bases create dynamic lategame scenarios whereplayers peck each other but cannot directly engage with their entire armies.
Main to Main distance: 41s Top of main ramp to top of main ramp distance: 35s Natural to Natural distance: 30s
The Silver Wall divides the map into two halves. Initially there is only a single path between the two halves but holes can be made in the Silver Wall in multiple places. There is initially only one path that goes through the Silver Wall. More paths can be opened in 4 places by destroying debris. When all debris are destroyed, the map becomes completely standard.
Main to Main distance: 44s Top of main ramp to top of main ramp distance: 38s Natural to Natural distance: 34s
Four player macro map with all spawn locations enabled. Longer paths give better attack angles for the attacker’s army. Initially there is only one path between the two halves of the map. It is a limitation caused by the close by ground spawn locations that require a higher initial rush distance.
Vertical Spawns: Main to Main distance: 41s Top of main ramp to top of main ramp distance: 35s Natural to Natural distance: 30s
Horizontal Spawns: Main to Main distance: 45s Top of main ramp to top of main ramp distance: 39s Natural to Natural distance: 34s
Cross Spawns Main to Main distance: 48s Top of main ramp to top of main ramp distance: 42s Natural to Natural distance: 37s
This tall map allows players to choose their playstyle depending on how they expand. Taking bases at the front turns the map into a rush map and taking bases at the back turns the map into a heavy macro map. Like Golden Wall, players can choose to play the map in a totally standard way and ignore the bases at the back.
The main base has a backdoor with 2 rows of reduced mineral fields that have a value of 15. Players can choose to expand to the front or to the back. Depending on how players expand, the map is either a rush map or a macro map
Main to Main distance: 41s Top of main ramp to top of main ramp distance: 34s Natural to Natural distance: 27s Backdoor natural to backdoor natural distance: 47s
This map features a base at the back of the starting bases. It contains two additional mineral fields that slightly boost the income but it opens a new path. Like Golden Wall, players can choose to play the map in a totally standard way up to 7 bases. Close by ground spawns are disabled.
There is a backdoor base that blocks a path which is safe from ground attacks early game. Attacking that base from behind requires air support because the minerals are placed on the ramp in a way ground units cannot get highground vision by themselves. A gold base is placed on the map split axis. It also blocks the path towards the backdoor expos
The backdoor base has 2 additional reduced mineral fields that have a value of 300. It gives a slight income boost for a short period of time. It can be used early in the game for map specific builds or to open additional paths during the lategame
Horizontal Spawns: Main to Main distance: 42s Top of main ramp to top of main ramp distance: 36s Natural to Natural distance: 32s
Cross Spawns Main to Main distance: 46s Top of main ramp to top of main ramp distance: 39s Natural to Natural distance: 36s
On June 07 2021 12:42 Edin wrote: Newbie here. Trying to make a relatively standard map, namely Buried Sanctuary. Hope it will be good enough (Still in progress)
new map maker, yay...
It look nice. Just 1 question, is the top right main have 2 ramps out? The bottom one does not seems to have another ramp at the far side, but the top right main certain do seems to have another opening to the lower ground in front of the base.
Hello! There’s only one ramp to the natural for sure. I did use a broken bridge as decoration in the main Lol, I wonder if that’s the ramp you were referring to.
On June 09 2021 04:00 ZigguratOfUr wrote: By close spawns disabled on hexmaster, you mean vertical spawns are disabled and horizontal spawns are still enabled right?
On June 07 2021 12:42 Edin wrote: Newbie here. Trying to make a relatively standard map, namely Buried Sanctuary. Hope it will be good enough (Still in progress)
new map maker, yay...
It look nice. Just 1 question, is the top right main have 2 ramps out? The bottom one does not seems to have another ramp at the far side, but the top right main certain do seems to have another opening to the lower ground in front of the base.
Hello! There’s only one ramp to the natural for sure. I did use a broken bridge as decoration in the main Lol, I wonder if that’s the ramp you were referring to haha
On June 07 2021 12:42 Edin wrote: Newbie here. Trying to make a relatively standard map, namely Buried Sanctuary. Hope it will be good enough (Still in progress)
new map maker, yay...
It look nice. Just 1 question, is the top right main have 2 ramps out? The bottom one does not seems to have another ramp at the far side, but the top right main certain do seems to have another opening to the lower ground in front of the base.
Hello! There’s only one ramp to the natural for sure. I did use a broken bridge as decoration in the main Lol, I wonder if that’s the ramp you were referring to haha
Just a little tip, I'd remove the arch over the naturals for clarity sake. Looks good to me though, very nice art style.
Just asking guys if there’s anyone submitted the maps recently and got no response? I didn’t receive any confirmation for over 24h now. I also asked Waxangel for help and still no response.
On June 13 2021 10:09 Edin wrote: Just asking guys if there’s anyone submitted the maps recently and got no response? I didn’t receive any confirmation for over 24h now. I also asked Waxangel for help and still no response.
I sent some updates yesterday and haven't gotten a response yet. But I wouldn't worry too much about it--in the past responses have sometimes taken a couple days to happen.
On June 13 2021 10:09 Edin wrote: Just asking guys if there’s anyone submitted the maps recently and got no response? I didn’t receive any confirmation for over 24h now. I also asked Waxangel for help and still no response.
I sent some updates yesterday and haven't gotten a response yet. But I wouldn't worry too much about it--in the past responses have sometimes taken a couple days to happen.
All right. I was thinking that my submission format was wrong or something. Thanks
On June 13 2021 10:09 Edin wrote: Just asking guys if there’s anyone submitted the maps recently and got no response? I didn’t receive any confirmation for over 24h now. I also asked Waxangel for help and still no response.
I sent some updates yesterday and haven't gotten a response yet. But I wouldn't worry too much about it--in the past responses have sometimes taken a couple days to happen.
All right. I was thinking that my submission format was wrong or something. Thanks
We'll let you know if you're missing something in your submission, so don't worry about that.
Description: Bigger standard map with bit longer rush path, but more direct attack paths between thirds when player chose different expansion patterns. Map also has two more forward bases 7th and 8th that make controlling central high ground more important.
Description: Map with standard 5 base layout, but with more limited attack paths. Outside of first four bases map is mostly low ground but has many line of sight blockers to play around.
Description: Big macro focused map with middle that allows early direct movement cross the map but forces players to top or bottom part when attacking bases on the edge of the map.
Description: Natural being in the corner allows main to have long defensive cliff that over looks natural's choke and linear third is locate where natural usually is. After the third layout follows rake layout. After 4-5th bases further expansions are much further away.
Description: The map is divided horizontally by high ground. From the high ground towards sides there is two lower grounds that make map have / like cut through.The layout generally creates situation where players have to go over the middle high ground to access other side of the map.
On May 23 2021 09:52 MiloOnFire wrote: Here's my list of submissions. I might change them in a couple of days to make them more diverse, but I personally really like those picks.
All my maps are uploaded. I wish all map makers good luck.
After pre-judging feedback and checking rush distances, I reworked completely Dark Side of Shakuras and fixed issues with Throne of Fire and these are the last change before the judging : )