Map of the Month #9 - Page 5
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FoxyMayhem
624 Posts
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FlopTurnReaver
Switzerland1980 Posts
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Icetoad
Canada262 Posts
On September 06 2011 04:02 FlopTurnReaver wrote: Still waiting for some 4 player rotational 16 base maps for the top5. There is already one submitted...LoS_Dark Matter | ||
FoxyMayhem
624 Posts
Hey Judges, I did a write-up on Nightmare Hollow, sharing some of the strategy insight I've gained on the map through so much testing. Here it is, copied from the submission post, I'd <3 if you read it: + Show Spoiler [^_^] + ![]() Protoss can get three bases rather swiftly, but the bases they chose provide vulnerabilities. If they decide to take the pocket natural first they will become vulnerable when expanding to the open natural. Start taking down the rocks, and when they do try to expand they will have to spread their army thin to defend. Expanding to the open natural first is harder due to the open nature of the expansion and abusable cliffs, so punish them for it or double expand. ...And taking down the back rocks is always helpful for harass later in the game when their army isn't parked to defend that back entrance as well. Air harass is strong on this map due to the layout of the bases and the long rush distances, so phoenix openings may be more viable than the average map. For harass, I saw 4KExO place a Phase Prism on the Xel'Naga like hallway, sending 3 zealots to the raised, gold, and natural expansions. The raised expansion has a gas near the cliff facing the enemy. This vulnerability can be exploited by all three races, sniping off the extractor and limiting the player's gas income. Unlike Tal'Darim alter, however, this is a 3rd/4th expansion, so the effect is less extreme while being easier to execute. Zerg can expand swiftly. Be ware, any fast expanding on your part will often be met with a double-expand from them. Pressure to punish them and keep then from properly droning to 3 full base, or surprise them with a powerful 1-base push. Parts of the middle are wide open, so keep your back to a cliff or the acid pools in the center, and beware of counterattacks. Also, there are plenty of lovely high-ground patches for Zergs to place their overlords. Don't build your tech at your ramp if you don't want it to get scouted, or make sure to clear the overlord off the nearby high ground. Terran have many options for early-game pressure. There is an almost lost-temple like high ground next to the open natural (balanced by the option of expanding to the safe pocket natural), and I'm sure terrans will have plenty of fun with that. Or, they can even forgo Medivacs and begin their assault on the open natural by placing tanks on the raised expansion. Due to the layout of the bases, banshee harass is strong throughout every stage of the game. Siege tanks can be used to lockdown defense, but late-game favors mobile army compositions due to the size of the map and the strength of two-pronged hit-and-run harass. Locking down the defense with a several extra Planetary Fortresses can lock down their side of the map and free up the terran army to get aggressive. Building a stupid amount of barracks can help replenish harassing armies with a zerg-like efficiency -- after all, there are a lot of bases on this map, you'll probably be able to afford it. The in-base Xel'Naga plays a critical role in adding stability to the map. Most maps with back door rocks (Jungle Basin, Blistering Sands) are trash, and create an "oh crap" moment where a poorer player can win through silly shenanigans. Not only is the defense of the back door easier here (especially if you don't take the pocket natural), but the Xel'Naga give you forewarning and army composition. Once the rocks are down, the Xel'Naga gives you forewarning if the attacker doesn't take the long way around to harass. It also reduces the air threat like muta harass, forcing the mutas to take longer paths around to hit the base lest the tower scout them. So don't forget to use it! And one final note on the gold, watch for ninja expands there. They're not on the main path or rocked, so it might just happen. But, if you or your opponent does take the gold, defenses will be stretched thin: it's a LONG walk distance to defend the gold and the back of your main base. | ||
a176
Canada6688 Posts
~a176 ![]() 3 Player Epic Sized Desert Tileset thread | ||
FoxyMayhem
624 Posts
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Ragoo
Germany2773 Posts
On September 06 2011 04:02 FlopTurnReaver wrote: Still waiting for some 4 player rotational 16 base maps for the top5. How about this?! : Map Author: Ragoo Map Name: Harmony ![]() (Click for HQ) Size: 140x140 The most unique feature of this remake of the SC:BW map Harmony is the backdoor expansion which can be mined from either inside the main or from outside. It has one more gas and two more minerals from the outside. You can open up the expansion by harvesting the green mineral patches blocking it, which can not be harvested by MULEs. LoS blockers prevent Blink Stalkers from abusing the backdoor without vision and LoS blockers on the small nat entrance make it harder for attackers, especially bunker rushes. Gold bases also have a rich geyser and watchtowers have a custom model. There is basically no air space at the borders of the map, making airplay and drops very hard. Map Thread | ||
Grebliv
Iceland800 Posts
by grebliv ![]() -2 player map somewhat defined by it's two high ground "prongs" which cover expansions beyond ones natural. -Gold third is overlooked by a pathable cliff. -Walls between mains and "prongs" have some unbuildable area to prevent hidden pylon warp in shenanigans. Map thread pending... | ||
Namrufus
United States396 Posts
by Namrufus ![]() I first made this map for the asymmetric map challenge. The layout and aesthetics are partially inspired by the Blizzard map Metalopolis. Map Thread | ||
lefix
Germany1082 Posts
On September 06 2011 07:48 Grebliv wrote: ESV Derelict by grebliv ![]() -2 player map somewhat defined by it's two high ground "prongs" which cover expansions beyond ones natural. -Gold third is overlooked by a pathable cliff. -Walls between mains and "prongs" have some unbuildable area to prevent hidden pylon warp in shenanigans. Map thread pending... wow, love those map borders! :D | ||
dudecrush
Canada418 Posts
My one criticism is that it's impossible to find the VOD's for this. There are some on MrBitter's youtube, some on ESLtv, etc. It would be great if there was an MOTM youtube channel for all the VODs of all the MOTMs. | ||
Meltage
Germany613 Posts
By Meltage ![]() Takes Shakuras out of all map pools. Metalpolis-like setting, but overgrown. Below 1k doodads used. Left vs right spawns. + Show Spoiler + - nats connected by backdoor and low ground area. Allows you to take the other nat as a third. - 2 3x nat ramps in front - a LoSB pocket right outside nat ramps. A small Destr statue inside. The small high ground next to it is pathable. - XNTs at similar position as Shakuras, but are reached from the path by the thirds. Each tower spies 1/2 of the middle path. Towers will help you secure “your” side, or help atking the thirds. - reaper-paths connecting the 12 and 6 expos and mains. Big units can’t be dropped on the path. - droppable high ground area behind the 12 and 6 expos. Map Thread Published on EU as TPW Overgrown | ||
xyro
Germany9 Posts
by Xyro ![]() Map Analyser: + Show Spoiler + 2 Player map 12 MineralLines (2 Gold) each with 2 Geysirs tight middle, so counterattacks will be difficult and it encourages exhausting macrogames. third can be taken either at the gold or at the safer backdoor expo. most boarders arent cliffs but doodads, only highgrounds are the main, the 5th and the middle. PS: there are some bugfixes after the analyzed version | ||
RumbleBadger
322 Posts
by RumbleBadger ![]() A 3 player asymmetric map originally created for the asymmetric mapping challenge. The goal is, of course, to find balance in the inbalance. By the way, the water near the top spawn does NOT look like that in game. See upcoming map thread for some detail shots of it. Map thread to come. | ||
iGrok
United States5142 Posts
Maps are now due Thursday, Sep 08 5:00am GMT (GMT+00:00), and we'll have the top 5 by Tuesday, Sep 13 5:00am GMT (GMT+00:00). Thanks! | ||
totalpigeon
United Kingdom162 Posts
by totalpigeon ![]() 2 Player Map, Forced Cross Positions 14 Bases (2 Gold) Big map with lots of paths, chokes and bases. You always spawn in cross positions from your opponent, but the two sets of spawns are very different which should add some extra depth to the map. Link to thread *Edit: Awww, I stayed up til 4:00 working on this for the deadline... | ||
MaestroSC
United States2073 Posts
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Johanaz
Denmark363 Posts
by Johanaz ![]() Pretty straight forward 2P map. Map Thread | ||
MaestroSC
United States2073 Posts
On September 06 2011 12:19 iGrok wrote: Hey guys, we realized that the deadline is a bit tight this month, so we're pushing it back. Maps are now due Thursday, Sep 08 5:00am GMT (GMT+00:00), and we'll have the top 5 by Tuesday, Sep 13 5:00am GMT (GMT+00:00). Thanks! o SWEET. Now i can really get my map where i like it be4 i submit... please ignore the last.. 3 emails from me sorry >.< | ||
Gl!tch
United States573 Posts
On September 06 2011 12:19 iGrok wrote: Hey guys, we realized that the deadline is a bit tight this month, so we're pushing it back. Maps are now due Thursday, Sep 08 5:00am GMT (GMT+00:00), and we'll have the top 5 by Tuesday, Sep 13 5:00am GMT (GMT+00:00). Thanks! yay!!! I sent mine in pretty early anyway, but i was thinking the window for submision was a bit short for those touching up on things ![]() | ||
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