![[image loading]](http://img190.imageshack.us/img190/7378/torrasquesmall.png)
High quality image (1338x1408)
Players: 2
Size: 128x128
Money
Main: 8 mineral, 2 gas
Natural: 5 rich mineral, 2gas
3rd: 8 mineral, 2 gas
4th: 7mineral, 2 gas
Top right corner: 8 mineral, 2 gas
Middle base: 6 rich mineral, 2 gas
Concept
+ Show Spoiler +
standard macro map was my goal. u start in these close positions in air distance but to reach each other you can choose to go through the cave with the hostile ultralisk or the way around it which is a little longer.
by the ultralisk is a neutral creep tumor which boosts the ultralisk speed.
now i say again, the ultralisk is hostile so it will start attack ur units if u come close to it, once u exit the cave he will turn around and walk home ^^
there are 2 ramps in ur main base, 1 which leads out to the open and 1 which leads to the natural base.
the first way is blocked by destructible rocks which is a way potential backstabbing in case ur opponent decides to fast expand, should play out like blistering sands but less extreme.
the natural base is made out of rich minerals so it will run out quite quickly but with maximum workers it will give same income as a normal blue natural.
u get out of ur natural is a big wide open space with a watch tower in the middle of it. this watch tower is on a small high ground but the ramp sticks in the reverse direction, which would give more of an edge to a possible contain rather than a defender.
top left corner and bottom right corner are the 3rd bases, very far from ur opponent and should be very safe to take, which is good to compensate for the cheap natural.
the 4th base is easily harassed from the high ground, map control and scouting intel is pretty important to keep this base from getting destroyed or harassed to death.
the map theme overall is that i want the players to climb up the map and grab a base at a time and in late game fight for the top right corner expansion. i want the game flow to be like the sc1 map ride of valkyries where the player who climbed the most is rewarded with higher ground and more map presence.
the map is quite large for a 2 player map but it should be fine i think.
by the ultralisk is a neutral creep tumor which boosts the ultralisk speed.
now i say again, the ultralisk is hostile so it will start attack ur units if u come close to it, once u exit the cave he will turn around and walk home ^^
there are 2 ramps in ur main base, 1 which leads out to the open and 1 which leads to the natural base.
the first way is blocked by destructible rocks which is a way potential backstabbing in case ur opponent decides to fast expand, should play out like blistering sands but less extreme.
the natural base is made out of rich minerals so it will run out quite quickly but with maximum workers it will give same income as a normal blue natural.
u get out of ur natural is a big wide open space with a watch tower in the middle of it. this watch tower is on a small high ground but the ramp sticks in the reverse direction, which would give more of an edge to a possible contain rather than a defender.
top left corner and bottom right corner are the 3rd bases, very far from ur opponent and should be very safe to take, which is good to compensate for the cheap natural.
the 4th base is easily harassed from the high ground, map control and scouting intel is pretty important to keep this base from getting destroyed or harassed to death.
the map theme overall is that i want the players to climb up the map and grab a base at a time and in late game fight for the top right corner expansion. i want the game flow to be like the sc1 map ride of valkyries where the player who climbed the most is rewarded with higher ground and more map presence.
the map is quite large for a 2 player map but it should be fine i think.
Personal notes
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the map might be a little boring or too obvious or macro-oriented but i wanted to switch direction from my last map city of mengsk, macro player like me would probably feel more comfortable on maps like this^^
Observations
+ Show Spoiler +
the ultralisk is hostile so he will attack incoming units. the ultralisk will turn around after a certain number of time and dsitance, he will not follow you into the opponents natural for example.
the creep tumor gives speed bonus to all zerg units, it can only killed by splash damage until u get detector and then target fire it to kill it.
the creep tumor gives speed bonus to all zerg units, it can only killed by splash damage until u get detector and then target fire it to kill it.
Image Links
Torrasque chilling with his tumor buddy at the middle expo
First watch tower
Second tower
Line of sight blocker (los): none
Watch Tower: 4 of them located outside the natural and between the 4th base and the neutral corner base at 2 o clock
Destructible debris/rocks: 1 in the second main ramp (2000 hp)
Version 1.1
- made it visually easier to see ramps and divide high ground from low ground
- made the choke point between second tower cliff to the other side into the map smaller
- pushed out the cliffs between the very large center ramp to stick out a bit more into the low ground passage
- added in more water behind the ultralisk cave to make the area more cramped but also walk distance longer in comparison through the cave
- added some water at the far top right expo
- 1 mineral field added to the 3rd bases
Talked to my friend DIMAGA about the map and his thoughts around use of hostile and neutral units in maps. for those who dont know dimaga he is a top zerg gamer and has done very well so far in the beta stage
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+ Show Spoiler +
Q: what do you think about using neutral units or structures such as creep tumors in melee maps?
A: for zerg its better with creep tumor :D
i think now map makers have very big potential to be creative
Q: what are your thoughts of using hostile units that will attack on sight, like this ultralisk for instance, do you think this has great potential for interesting maps or is it too complicated or boring?
A: its not bad
Q: what do you think about having rich gold minerals in the natural base? could this be balanced or would it favor a race more than another, if so - which race would benefit the most from a gold natural?
A: i think its not too bad but terrans mule its really will be too strong i think
Q: what do you think about the backdoor to the mainbase with destructible rocks. i know blistering sands has this too. what do you think about this idea to have backdoor to main base?
do you think its bad for gameplay or adds interesting dynamic?
A: its good idea but its not the same as blisttering sands cause this rock is near main entrance
Q: im not pvz expert but zerg seemed to have trouble vs protoss on blistering vs mass warpgate just because of this backdoor exit, the spinecrawlers just cant be everywhere. i also heard artosis talk about this in a glhf.it game analyse.
is this true?
A: dunno, i dont have such BIG problem cause have my own playstyle ^^
but in theory sure its huge important things for protoss, just build one pylon and u can warp
any units^^
Q: also stalkers can blink past them while zerg always must kill :D, burrow can not move under
moving on to this actual map. as a top zerg player, which race would you say is strongest in zvt?
A: its better then scrap station :D seems balanced
what would you advise to me as a mapmaker to make it more balanced?
A: hmm i think we need test it
Q: what do you feel about in zvp on this map, which race do you think would be strongest and is there anything you would like changed to give more balance?
A: aaa its hard to say smth without practice TT its close resp by flying and far by road so... all can happen..
i think questions about map is hard to answer without testing, after testing i think my opinions can maybe change i dont know
Q: indeed its hard to judge a map without testing it, white ra thought the same when i talked to him about city of mengsk
whats your overall opinion about this map?
A: my opinion its not bad map and i think its playable
tnx alot for this little interview
A: yea sure no problem
A: for zerg its better with creep tumor :D
i think now map makers have very big potential to be creative
Q: what are your thoughts of using hostile units that will attack on sight, like this ultralisk for instance, do you think this has great potential for interesting maps or is it too complicated or boring?
A: its not bad

Q: what do you think about having rich gold minerals in the natural base? could this be balanced or would it favor a race more than another, if so - which race would benefit the most from a gold natural?
A: i think its not too bad but terrans mule its really will be too strong i think
Q: what do you think about the backdoor to the mainbase with destructible rocks. i know blistering sands has this too. what do you think about this idea to have backdoor to main base?
do you think its bad for gameplay or adds interesting dynamic?
A: its good idea but its not the same as blisttering sands cause this rock is near main entrance
Q: im not pvz expert but zerg seemed to have trouble vs protoss on blistering vs mass warpgate just because of this backdoor exit, the spinecrawlers just cant be everywhere. i also heard artosis talk about this in a glhf.it game analyse.
is this true?
A: dunno, i dont have such BIG problem cause have my own playstyle ^^
but in theory sure its huge important things for protoss, just build one pylon and u can warp
any units^^
Q: also stalkers can blink past them while zerg always must kill :D, burrow can not move under
moving on to this actual map. as a top zerg player, which race would you say is strongest in zvt?
A: its better then scrap station :D seems balanced
what would you advise to me as a mapmaker to make it more balanced?
A: hmm i think we need test it
Q: what do you feel about in zvp on this map, which race do you think would be strongest and is there anything you would like changed to give more balance?
A: aaa its hard to say smth without practice TT its close resp by flying and far by road so... all can happen..
i think questions about map is hard to answer without testing, after testing i think my opinions can maybe change i dont know
Q: indeed its hard to judge a map without testing it, white ra thought the same when i talked to him about city of mengsk
whats your overall opinion about this map?
A: my opinion its not bad map and i think its playable
tnx alot for this little interview
A: yea sure no problem
Poll: Hostile units in Melee maps?
Great potential (180)
75%
Too complicated (34)
14%
Boring (27)
11%
241 total votes
Too complicated (34)
Boring (27)
241 total votes
Your vote: Hostile units in Melee maps?
(Vote): Great potential
(Vote): Boring
(Vote): Too complicated
Download Map: Published to Europe server.
Read more about how to download the map.
Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa