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Although I am only bronze/silver and prodiG is platinum/diamond, this was the first non bot match to last more than half an hour, spanning most of the map and all but one expansion.
![[image loading]](http://www.teamliquid.net/tlpd/images/Picon_small.png)
![[image loading]](http://www.teamliquid.net/tlpd/images/Zicon_small.png)
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Nydus unloads versus warp prism play, and only one player smart enough to figure out what his opponent is doing. Find out who!
![[image loading]](http://www.teamliquid.net/tlpd/images/Zicon_small.png)
![[image loading]](http://www.teamliquid.net/tlpd/images/Ticon_small.png)
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buu opens with a zergling harass into mutas. Pholon responds with thors and missile turrets, but can he hero hold or will he fall to the swarm?
![[image loading]](http://i190.photobucket.com/albums/z144/harryspanner/bannershot.jpg)
Name: Rising Tides
Gametype: 1v1
Tileset: Xil (Wasteland)
Map size: 208x184 (180x156 playable)
Layout:
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![[image loading]](http://i.imgur.com/Jr5rv.jpg)
Main and natural:
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![[image loading]](http://i.imgur.com/3rlBR.jpg)
Island expansion and high yield:
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![[image loading]](http://i.imgur.com/J48Ed.jpg)
Middle:
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![[image loading]](http://i.imgur.com/56iUc.jpg)
Overview:
My initial idea for this map was to create a lifelike island for 1v1s with the feeling that you and your enemy are stranded somewhere in the ocean and there is nobody coming to help you. You are forced to fight for dominance of the island or die.
I wanted to make many attack paths as well as lots of spread out, challenging to defend expansions to hopefully create a lot of diversity in the games you play on this map. For example, the high ground in the middle of the map has skinnier ramps than the ramps leading through the high yield beach expansions, so if a direct push were too difficult, you could take the long way around or attack the natural. There are two entrances to the natural, but there are also Xel'Naga towers useful for watching backdoor attacks.
I also tried to make the map reaper/colossus and proxy friendly, with the beach extending all the way around the map and some low cliff ledges at the back of the mains.
I'm really hoping for a lot of downloads and a lot of feedback. If you use the map editor to test it, you will spawn at either of the starting locations randomly as a random race against a random computer. Thanks!
Changelog: Edit 3
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v1.1 update
+ Reduced the water level on the north face of the map
+ Worked on making the symmetry imperfect
+ Connected the beaches all around the map
+ Moved the island expansions within blink range
+ Moved the Xel'Naga towers from the high ground to the middle ground and added middle ground ramps on either side of that blue expansion
+ Removed the high ground and tertiary ramp that extended around the edge of the naturals
+ The cliff extensions at the back of the mains felt too cheesy, so I made them more reasonable and functional
+ Heavy doodad and texture work
v1.2 update
+ Map size changed from 208x176 (196x164 playable) to 208x184 (180x156 playable) so air units can't go around the edges undetected
+ Fixed blocked mineral patches
+ All vespene geysers on the map were originally rich due to an oversight by me. All have been changed back to normal geysers with the exception of the geysers at the high yield expansions
+ Increased the width of the path between the gold expansions
+ Added and adjusted doodads to block siege tanks and thors from accessing the thin, tall cliff line behind the high yield expansions
+ Slightly increased the width of the short cuts between the cliffs at the top left and bottom right of the map to allow all units to walk through
+ Decreased the width and changed the angles of the main entrance ramps to the mains
+ Tripled the width of the outer ramps to the center high ground grassy areas
+ Doubled the width of the ramps leading to the blue mineral beach expansions
+ Increased the high ground area of the 12 o'clock and 6 o'clock blue mineral expansions
+ Increased the width of the beach areas leading to the natural expansions by about double
+ In tandem with the increased beach width, pushed the island expansions farther out while still within blink distance. This greatly reduced the amount of air territory around top right and bottom left corners of the map
+ Changed the beach edges from cliffs into sloping sand into the water like a real beach. Where cliffs remain, it's now more like an ocean trench
+ Added a layer of no pathing a few feet out past the waves all around the island
+ Added lots of doodads, especially to the beach areas
v1.3 update
+ Changed the entrances to the main and natural such that the second entrance to the main was removed, and the primary entrance to the main is now just beyond the new second entrance to the natural
+ Added a pool of water to the top left and bottom right of the map in order to reduce cliff walking into the mains and to remove excess beach behind the blue mineral beach expansions
+ Increased the width of the triple wide ramps to quadruple wide
+ Added rain across the entire map
+ Dimmed and greened the lighting to agree with the weather
+ Reduced the water level on the north face of the map
+ Worked on making the symmetry imperfect
+ Connected the beaches all around the map
+ Moved the island expansions within blink range
+ Moved the Xel'Naga towers from the high ground to the middle ground and added middle ground ramps on either side of that blue expansion
+ Removed the high ground and tertiary ramp that extended around the edge of the naturals
+ The cliff extensions at the back of the mains felt too cheesy, so I made them more reasonable and functional
+ Heavy doodad and texture work
v1.2 update
+ Map size changed from 208x176 (196x164 playable) to 208x184 (180x156 playable) so air units can't go around the edges undetected
+ Fixed blocked mineral patches
+ All vespene geysers on the map were originally rich due to an oversight by me. All have been changed back to normal geysers with the exception of the geysers at the high yield expansions
+ Increased the width of the path between the gold expansions
+ Added and adjusted doodads to block siege tanks and thors from accessing the thin, tall cliff line behind the high yield expansions
+ Slightly increased the width of the short cuts between the cliffs at the top left and bottom right of the map to allow all units to walk through
+ Decreased the width and changed the angles of the main entrance ramps to the mains
+ Tripled the width of the outer ramps to the center high ground grassy areas
+ Doubled the width of the ramps leading to the blue mineral beach expansions
+ Increased the high ground area of the 12 o'clock and 6 o'clock blue mineral expansions
+ Increased the width of the beach areas leading to the natural expansions by about double
+ In tandem with the increased beach width, pushed the island expansions farther out while still within blink distance. This greatly reduced the amount of air territory around top right and bottom left corners of the map
+ Changed the beach edges from cliffs into sloping sand into the water like a real beach. Where cliffs remain, it's now more like an ocean trench
+ Added a layer of no pathing a few feet out past the waves all around the island
+ Added lots of doodads, especially to the beach areas
v1.3 update
+ Changed the entrances to the main and natural such that the second entrance to the main was removed, and the primary entrance to the main is now just beyond the new second entrance to the natural
+ Added a pool of water to the top left and bottom right of the map in order to reduce cliff walking into the mains and to remove excess beach behind the blue mineral beach expansions
+ Increased the width of the triple wide ramps to quadruple wide
+ Added rain across the entire map
+ Dimmed and greened the lighting to agree with the weather