Protoss
Map of the Month #5 - Page 2
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VTPerfect
United States487 Posts
Protoss | ||
lefix
Germany1082 Posts
Author: Lefix Map: ![]() Description: A 2 player reflection symmetry map. There's a gold base and a 3gas base and some selfmade doodads. Dunno what else to say ![]() Map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211966 | ||
ihasaKAROT
Netherlands4730 Posts
Author: ihasaKAROT Map: ![]() + Show Spoiler [Analyzer] + ![]() Description: 2-player desertbased macromap. The map is small enough to rush, big enough to macro and has some LoS blockers to test your scouting and tactics. (the water is checkboard buildable to allow creeptumors but nothing else) Map thread: no access to a pc where editor will run on :// will get asaic | ||
Ragoo
Germany2773 Posts
Fist of Ull Author: Ragoo Overview: ![]() + Show Spoiler [Analyzer] + ![]() Description: 1v1 map with a similar base layout I used before on my map Mazy Hill. Not much I can say, only that I hope my aesthetics improved with all the doodad spamming I tried to do (compared to the complete lack of doodads I used before) ![]() Map thread: Soon ![]() | ||
Antares777
United States1971 Posts
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! | ||
Archivian
United Kingdom362 Posts
On May 07 2011 07:22 Ragoo wrote: Map Name: Fist of Ull Author: Ragoo Overview: ![]() + Show Spoiler [Analyzer] + ![]() Description: 1v1 map with a similar base layout I used before on my map Mazy Hill. Not much I can say, only that I hope my aesthetics improved with all the doodad spamming I tried to do (compared to the complete lack of doodads I used before) ![]() Map thread: Soon ![]() I basically looked at these aesthetics, and creamed my pants. It looks stunning. And inspired me to try some other mixtures of textures in my next map. | ||
Ragoo
Germany2773 Posts
Either way, you are one of the persons with the most unique and inspiring aesthetics yourself and I just love the look of The Machine II. | ||
DarkOmen
Canada72 Posts
Master ~450 points Zerg | ||
LunaSaint
United Kingdom620 Posts
Author: LunaSaint Overview: ![]() Description: 1v1 map which provides more attack routes the more you expand. Center is sealed from air to reduce the effectiveness of air tech rush. Expanding past the rocks gives you a more defend-able position, whereas expanding to the gold will give you an aggressive economy and position. Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=220135 -- Oh wow, so many fantastic maps in this pool. o: I'm not sure I can even compete! | ||
Icetoad
Canada262 Posts
Author: Icetoad Angled View: ![]() Overview: + Show Spoiler + Description: It's a map with 4 spawn position, but that is design for 1v1. It's map that was meant for a macro play style of map. I wanted to make a map that was the style of GSL maps. The 4 xel'naga tower helps to see the middle and main attack path. Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=215774 | ||
Antares777
United States1971 Posts
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lefix
Germany1082 Posts
![]() and player registration is actually open until shortly before the tournament starts i guess. | ||
Antares777
United States1971 Posts
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Icetoad
Canada262 Posts
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prodiG
Canada2016 Posts
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SpaceYeti
United States723 Posts
Author: SpaceYeti Map: ![]() Description: Orbital is a 4p map intended for 1v1 play. The map architecture is designed to encourage frequent expanding an macro-style of play without prohibiting strong 2-base timing sort of play. Much of the economic design of Orbital Station is inspired by LaLuSh's insightful post: "Analysis of Macro". Please see the map thread for more details: http://www.teamliquid.net/forum/viewmessage.php?topic_id=220471 | ||
adso
718 Posts
On May 08 2011 07:49 prodiG wrote: been waiting for this thread, i'll post my map once i finish it (i've got one more main base to finish and it's good to go~) Should someone else sharpen his crayons for "specials"? ![]() edit:added quote ohhh ..sorry forgot! all hail motmt | ||
fenX
France127 Posts
Author : Fen ![]() Description : big 4 players map with naturals going away from your opponent, making ground distances very long and main base more exposed to drops and air attacks. Map topic : http://www.teamliquid.net/forum/viewmessage.php?topic_id=216009 | ||
WniO
United States2706 Posts
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RoyalFlush
Canada109 Posts
High Masters Zerg | ||
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