+ Show Spoiler [Overview] +
![[image loading]](http://i.imgur.com/45FeH.jpg)
126 x 124
Agria Title Set
Replays
Download ZvT, TvT, PvZ (4 Gate), PvZ, PvZ Cross Spawns
I highly recommend watching the TvT replay.
I'm probably going to submit this map for the next MotM instead of Freerunner because this map is frankly a lot more balanced and more fun.
My Philosophy on Good Maps: + Show Spoiler +
I strongly believe that a good map doesn't force/heavily influence macro-oriented games or cheese or fast air builds or whatever. A good map has rush distances that make it possible to fast expand and to rush. Naturals that can be harassed, and defended (Lost Temple's cliff is too hard to defend). Maps should also be racially balanced. That one is more obvious of course. Another important thing is risk vs reward (RvR). Certain positions on the map should have advantages and disadvantages. Like on Blistering Sands, there is a low ground path, which is the fastest route between bases, but is vulnerable and overlooked by two Xel'naga Watchtowers. That's an ok example of RvR. There should also be points of interest (POIs). These can be created by expansions, map flow, and elevation. On Noon Hill, the high ground plateaus are considered POIs because they grant Terran and Protoss advantages and Zerg needs to control it for the opposite reason that Terran and Protoss do. Zerg needs to control it so that their enemy doesn't control it. POIs are mainly created by expansions, especially gold expansions, but it's always nice to have a map that has other POIs than expansions.
There isn't really any hill I guess, but the map is named after this place where my friends and I love to ride our bikes.
This is my first rotationally symmetric map and the expansion pattern is dictated by the spawns. The natural's choke is 9 units wide and can be walled off for a fast expand build easier than most ladder maps. Almost all of the replays that I have with Protoss show a Forge fast expand. The positioning and map flow around the different high ground and low ground areas make the map very interesting. This map is also more normally sized than my other large, macro-oriented maps. Cross positions on this map are much shorter than any other four player map that I have made, but expanding is still relatively easy.
Given the map's small size, I knew that expansions would have to be easy to expand to or the map will turn out to be a massive cheese/rush fest. Expansions are therefore difficult to scout because all of them beyond the natural are out of your way when you're traveling to your enemy's base. The natural is also easy to take, but I didn't want the map to become a turtle fest either, so I made the natural harassable from the adjacent thirds. Read the "Natural Harassment Viability and Defense from Harassment" spoiler for more information on this.
Natural Harassment Viability and Defense from Harassment: + Show Spoiler +
Natural Advantages:
-Easy to fast expand.
-Easy to build static defense behind the mineral line.
Disadvantages:
-Can be sieged from the adjacent third.
Zerg:
-Can spread Creep through the trees and creep into the adjacent third, but more importantly prevents proxy pylons from being able to warp units into your natural.
-Roaches can attack a siege tank or proxy pylon without going around if it is close enough to the trees (four units).
-If u don't have ranged units, you can always go around with Zerglings, but in Lost Temple you can't, and Roaches cannot attack the tank if it is in the back of the cliff. You also need line of sight, but in this scenario, you do not.
Protoss:
-Can build a proxy Pylon and warp units into the enemy's natural.
Terran:
-Siege Tanks, if positioned as close as possible to the trees, can hit workers and one of the geysers.
-If given line of sight from a unit (a viking or floating barracks) it can also hit the Hatchery/Command Center/Nexus.
-Easy to fast expand.
-Easy to build static defense behind the mineral line.
Disadvantages:
-Can be sieged from the adjacent third.
Zerg:
-Can spread Creep through the trees and creep into the adjacent third, but more importantly prevents proxy pylons from being able to warp units into your natural.
-Roaches can attack a siege tank or proxy pylon without going around if it is close enough to the trees (four units).
-If u don't have ranged units, you can always go around with Zerglings, but in Lost Temple you can't, and Roaches cannot attack the tank if it is in the back of the cliff. You also need line of sight, but in this scenario, you do not.
Protoss:
-Can build a proxy Pylon and warp units into the enemy's natural.
Terran:
-Siege Tanks, if positioned as close as possible to the trees, can hit workers and one of the geysers.
-If given line of sight from a unit (a viking or floating barracks) it can also hit the Hatchery/Command Center/Nexus.
Racial Balance: + Show Spoiler +
Terran:
-The high ground plateaus are definitely the place to be. If you're not in control of at least yours, Zerg will surround you easier and keep you on two bases and Protoss will take control of them and own you with Force Fields.
-Cliffing the mains is possible, so if your enemy builds there structures too close to the edge, fell free to siege up. This feature is like that on Lost Temple, how the mains extend into the battlefield.
-Siege the natural hehehe. Read the "Natural Harassment Viability and Defense from Harassment" spoiler for more information.
-You can fast expand.
Protoss:
-The high ground plateaus favor Protoss with their Force Fields. Sentries are a must for ZvP on this map and are extremely powerful.
-You can place a proxy pylon by the third to warp units into the enemy's natural.
-You can cliff with your Colossi.
-You can Forge Fast expand easily.
Zerg:
-There are a lot of open areas for surrounds, and now that the plateaus have an extra ramp, Zerg will be able to deal with proxies much easier.
-Can spread Creep from the natural to the adjacent third through the tree wall.
-Roaches can attack proxy Pylons and Siege Tanks that try to attack your natural from the adjacent third. Zerglings have to go around of course.
-Fast expanding is easy.
-Central Xel'naga Watchtower in the middle of the map favors Zerg because they can mass units there the easiest because of how open it is. The tower also reveals some of all of the high ground plateaus.
-Expansions past your natural are easy to take and more difficult for your enemy to scout because you can expand away from them and no Xel'naga Watchtowers overlook any expansions.
One interesting feature of this map is that a Siege Tank can hit workers and one vespene geyser of the natural over the gap, but the natural extends right up to the third, so close that if roaches were nearby, the Siege Tank would be in trouble.
-The high ground plateaus are definitely the place to be. If you're not in control of at least yours, Zerg will surround you easier and keep you on two bases and Protoss will take control of them and own you with Force Fields.
-Cliffing the mains is possible, so if your enemy builds there structures too close to the edge, fell free to siege up. This feature is like that on Lost Temple, how the mains extend into the battlefield.
-Siege the natural hehehe. Read the "Natural Harassment Viability and Defense from Harassment" spoiler for more information.
-You can fast expand.
Protoss:
-The high ground plateaus favor Protoss with their Force Fields. Sentries are a must for ZvP on this map and are extremely powerful.
-You can place a proxy pylon by the third to warp units into the enemy's natural.
-You can cliff with your Colossi.
-You can Forge Fast expand easily.
Zerg:
-There are a lot of open areas for surrounds, and now that the plateaus have an extra ramp, Zerg will be able to deal with proxies much easier.
-Can spread Creep from the natural to the adjacent third through the tree wall.
-Roaches can attack proxy Pylons and Siege Tanks that try to attack your natural from the adjacent third. Zerglings have to go around of course.
-Fast expanding is easy.
-Central Xel'naga Watchtower in the middle of the map favors Zerg because they can mass units there the easiest because of how open it is. The tower also reveals some of all of the high ground plateaus.
-Expansions past your natural are easy to take and more difficult for your enemy to scout because you can expand away from them and no Xel'naga Watchtowers overlook any expansions.
One interesting feature of this map is that a Siege Tank can hit workers and one vespene geyser of the natural over the gap, but the natural extends right up to the third, so close that if roaches were nearby, the Siege Tank would be in trouble.
Version 1.7 is now up. No promises about the lighting, but there are islands in the water for aesthetics (not shown in overview). I also added sun rays in the thirds and the XWT.
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