![[image loading]](http://img541.imageshack.us/img541/7889/cityofmengsksmall.png)
High quality image (1280x1280)
Inspired by Plasma from sc1
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[image blocked]
Players: 4 (designed for 1x1)
Size: 130x130
Money
Main: 8 mineral, 1 gas, 1 extractor (Preview)
Natural: 7 mineral, 2 gas
3rd: 7 mineral. 2 gas
Concept
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intense map with short distances to your opponent and alot of room for high harassment and pressure.
already there is a little twist in the main base. 1 of the geysers there is mannered by the neutral. extractor with 500 hp that u have to kill before you can take the geyser. this is here not to be annoying but it has a real purpose. zerg is usually the race that takes the second gas latest while terran takes his second gas first, so this whole thing is just a way to delay the meching terran but of course also add interesting dynamic to the other match ups.
main base has, 1 exit leads to an outside border highway that goes all around the map leading to the other main bases.
the backdoor exit is blocked by eggs (200hp 10armor) but has 2 rich mineral fields on each side (28 mins) that you can use to slide over workers with. after the rich minerals are mined out you can still slide over workers into the main base because of the main minerals but if u mine off the outside rich mineral it will impossible to exit the main with mineral slide.
the other exit is just straight forward sticking out to the map creating a quite short distance to your enemy. outside this ramp theres a way that leads to your natural base right next to it and another way to get to your 3rd base thats farther away.
the 3rd base is blocked by a destructible (2k hp, 2armor)
top right left and right got a highground that leads to the highway border. you can enter it from 2 sides by ramps
there are pipe blockers by the main, natural and 3rd base which prevents reapers from jumping up and down
Preview
outside the natural by the side of the natural ramp is a creep tumor that can only be destroyed once you gain detector or kill it by splash (hellion fire for example). the tumor is there to help zerg take his natural in the early game
Preview
already there is a little twist in the main base. 1 of the geysers there is mannered by the neutral. extractor with 500 hp that u have to kill before you can take the geyser. this is here not to be annoying but it has a real purpose. zerg is usually the race that takes the second gas latest while terran takes his second gas first, so this whole thing is just a way to delay the meching terran but of course also add interesting dynamic to the other match ups.
main base has, 1 exit leads to an outside border highway that goes all around the map leading to the other main bases.
the backdoor exit is blocked by eggs (200hp 10armor) but has 2 rich mineral fields on each side (28 mins) that you can use to slide over workers with. after the rich minerals are mined out you can still slide over workers into the main base because of the main minerals but if u mine off the outside rich mineral it will impossible to exit the main with mineral slide.
the other exit is just straight forward sticking out to the map creating a quite short distance to your enemy. outside this ramp theres a way that leads to your natural base right next to it and another way to get to your 3rd base thats farther away.
the 3rd base is blocked by a destructible (2k hp, 2armor)
top right left and right got a highground that leads to the highway border. you can enter it from 2 sides by ramps
there are pipe blockers by the main, natural and 3rd base which prevents reapers from jumping up and down
Preview
outside the natural by the side of the natural ramp is a creep tumor that can only be destroyed once you gain detector or kill it by splash (hellion fire for example). the tumor is there to help zerg take his natural in the early game
Preview
Line of sight blocker (los): none
Watch Tower: 4 of them located at 12, 3, 6 and 9 o clock
Destructible debris/rocks: 1 at each 3rd base (2000 hp)
My personal notes:
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i didnt actually play the map with others yet (cause beta is down) but just as a terran player i would feel pretty happy against a zerg user on this map. against protoss i have no idea how these maps would turn out but i can imagine very interesting games
seeing how the map got quite normal amount of minerals and not too too hard to take expansions could be an issue later seeing how all roads are quite thin. im not sure about this tho but i wouldnt be shocked if i had to lower the money on the map just to create smaller armies
id love to hear your opinions about the map and possible balance issues. im just a terran user and it would be nice with some more perspective on this.
hopefully tight micro maps like this has potential in sc2 with balance on high level because in sc1 maps could not looks anything like this. its a new game and i think we should be more open-minded about new concepts and ideas, although as a macro guy i have nothing against standard of course ^^. simply felt like making something new because my past maps has been quite standard straight forward macro maps
seeing how the map got quite normal amount of minerals and not too too hard to take expansions could be an issue later seeing how all roads are quite thin. im not sure about this tho but i wouldnt be shocked if i had to lower the money on the map just to create smaller armies
id love to hear your opinions about the map and possible balance issues. im just a terran user and it would be nice with some more perspective on this.
hopefully tight micro maps like this has potential in sc2 with balance on high level because in sc1 maps could not looks anything like this. its a new game and i think we should be more open-minded about new concepts and ideas, although as a macro guy i have nothing against standard of course ^^. simply felt like making something new because my past maps has been quite standard straight forward macro maps
Version 1.1
- Increased map size from 128x128 to 130x130
- Widened the border around the map
- Pushed in all the expansions from the borders a little to prevent reapers from attacking down from the cliff
- Made the double ramp chokepoint outside the natural ramp smaller and pushed it in a little from the middle
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![[image loading]](http://img340.imageshack.us/img340/2263/choke1.png)
- Exchanged a main geyser to a neutral extractor
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![[image loading]](http://img375.imageshack.us/img375/4687/extractor.png)
- Placed a neutral creep tumor outside every path to the natural base
- Pushed back the watch tower along with the cliff around it to widen up the pathways to the double ramp
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![[image loading]](http://img97.imageshack.us/img97/1996/border1.png)
- Placed pipes at sides of main base, natural and 3rd base to give reapers less mobility but also so the natural geysers cant be sniped from the border
Download Map: Published to Europe server.
Read more about how to download the map.
Old Version
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![[image loading]](http://img13.imageshack.us/img13/6839/cityofmengskmapsmall.png)
Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa