last update: 1.1 (6/17/2011)
I wanted to make a map that had some unique strategic elements that struck a balance somewhere between a rush map and a macro map. Some of the more important features are listed here:
*Rush distance to naturals just a bit longer than Xel'Naga Caverns.
*Lots of expansion opportunities.
*Heavy use of line-of-sight blockers in the center ala Steppes of War.
*Rocked backdoor to natural that is also blocked by LOS, the space can fit in two barracks or hide a pylon for warpins. Later, you may want to break your own rocks down for quicker access to your third.
*Starting base is just under 30 CCs big. Currently I am using this as a tuning fork for zerg, if I think that zerg is at a disadvantage I can decrease the size of the base to support overlord scouting.
The Look:
I wanted to go for a look that resembled an abandoned university or academy campus that had dried up and fallen into disrepair after years of neglect. Because of the overwhelming brown color (what is this, Battlefield 2?) I ended up deciding on the time of day being sunset, so long shadows with an orange tint to help it feel a bit more dramatic.
Textures:
Tarsonis Dirt
Tarsonis Dirt Rough
Tarsonis Grass
Tarsonis Concrete
Tarsonis Rubble
Tyrador Square Bricks
Korhal Brick
Korhal Small Tiles
I still have quite a lot of work finalizing the look and feel of the map. I'll be adding a lot more overgrown grass and vines as well as filling up/cleaning up the low ground to distinguish it from the main battle area.
Balance Concerns:
*The Xel'Naga watchtowers are primarily an afterthought. Originally I was going to put them in a place that wouldn't have any vision over the center, but couldn't find one that worked well. In their current position I thought that they might need to be destructible as they kind of ruin the fun of having a midfield with so many LOS objects.
*I have some concerns about Zerg creep spread. LOS blockers and cliffs can make it a huge hassle.
*Zerg balance?? I feel like certain things make this a pain for zerg (sort of large main base, lots of chokes), but other things make it good (lots of flank opportunities, LOS blockers make it easier to get the jump on people with lings.
Overviews:
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Analysis(ignore analyzer pathing bugs on the outskirts):
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![[image loading]](http://i.imgur.com/9aZqr.jpg)
![[image loading]](http://i.imgur.com/5NMJ9.jpg)
Details (click for big):
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Map is available on NA servers. Looking for feedback!
![[image loading]](http://i.imgur.com/M5sbV.jpg)
![[image loading]](http://i.imgur.com/Hgwto.jpg)
![[image loading]](http://i.imgur.com/yik4ol.jpg)
![[image loading]](http://i.imgur.com/rxmnhl.jpg)
![[image loading]](http://i.imgur.com/2hZhUl.jpg)
![[image loading]](http://i.imgur.com/5T1bUl.jpg)
