Eternal Wind 2.0
![[image loading]](/staff/konadora/OwnMaps/2_Eternal_Wind_20.jpg)
![[image loading]](/staff/konadora/OwnMaps/2_Eternal_Wind_20.jpg)
Features:
A remake of one of my old maps! (Link here)
Changes:
- Main's minerals positioning changed
- Big ramp towards third removed
- Third made easier to attack against, with wider ramps.
- Redesigned natural
Downloads:
- 2.0 (melee)
- 2.0 (obs)
Vanguard 1.1
![[image loading]](/staff/konadora/OwnMaps/2_Vanguard_11.jpg)
![[image loading]](/staff/konadora/OwnMaps/2_Vanguard_11.jpg)
1.0 to 1.1 change(s):
- Made natural a bit tighter to allow easier forge FE/Terran wall-in (9 pool and variations too strong, making taking natural nearly impossible)
Features:
- Designed to be a huge macro map
- Lots of resources on the map
- Hallucinated mineral wall (that will disappear after some time) to prevent fast strong cheese (due to short distance between mains)
- Majority of high ground in the middle is unbuildable (except for some areas near your expansion)(Terran leapfrog push imbalance issue)
Resources:
Main: 10M1G
Natural: 8M1G (one mineral is 749)
Mid High-ground expo: 8M2G (each geyser is 2500)
Mid temp-island expo: 7M1G (blocked off by 2 Xel'Naga Temples stacked twice each)
Corner expo: 10M2G (Both gas are 5000)
Island expo: 10M2G (Minerals are 749, Gas are 2500)
12 o'clock expo: 8M1G
Downloads:
- 1.1 (melee)
- 1.1 (obs)
Vendetta 1.0
![[image loading]](/staff/konadora/OwnMaps/2_Vendetta_10.jpg)
![[image loading]](/staff/konadora/OwnMaps/2_Vendetta_10.jpg)
Features:
- Baekmagoji-style mains with dual gas and 2x "standard" amount of minerals
- Huge center of map
- Hallucinated minerals that helps speed up mining a bit early in the game, making early game tactics more viable without economy sacrifice (More info here)
- Dual gas expo blocked with a wall of Zerg eggs at the ramp facing the enemy, making taking that expo early easier to defend.
- Some parts of high ground are unbuildable (Terran imbalance issue)
- Neutral CC at center of map
Resources:
Main: 19M2G (2 minerals are 450, 2 minerals are 300) + 7M (Hallucinated)
Mineral-only: 5M
12/6 o'clock expo: 7M1G
Corner expo: 10M2G
Center expo: 8M1G
Downloads:
- 1.0 (melee)
- 1.0 (obs)
Invictus 1.01
![[image loading]](/staff/konadora/OwnMapsFixes/4_Invictus_10.jpg)
![[image loading]](/staff/konadora/OwnMapsFixes/4_Invictus_10.jpg)
Features:
- Standard 4 player rotational-symmetry map
Resources:
Main: 9M1G
Natural: 8M1G
3rd: 7M1G
Center expo: 7M1G (Minerals: 1000, Gas: 1000)
Downloads:
- 1.01 (melee)
- 1.01 (obs)
Tundra 0.7 (still beta)
![[image loading]](/staff/konadora/OwnMaps/4_Tundra_07.jpg)
![[image loading]](/staff/konadora/OwnMaps/4_Tundra_07.jpg)
Features:
- Standard 4 player map
- However, Line-of-Sight blockers (used in Demon's Shiver (credits to Protoss4Ever for making the map and coming up of the idea) covers most of the center of map (except for snow patches), giving a new challenge in battles.
- BUT, there are some pathing issues which I have yet to resolve
- Neutral creep colony to help Zergs defend easier.
Resources:
Main: 9M1G
Natural: 8M1G
Mineral-only: 7M
12/6 o'clock expos: 8M1G
3/9 o'clock expos: 3M1G (Minerals: 3000, Gas: 10000)
Downloads:
- 0.7 (melee)
- 0.7 (obs)
Have a nice day!
