This map is published on NA.
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Creation Details:
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I will fill this in soon with relevant information and anecdotes of the creative process on this map.
Basic Info: This is a rotationally symmetric map with no ramps. Other features have been blended to simulate ramps (at the main chokes) and the effects of elevation. This is also a twenty base map, and while I was trying to make something that was not very fortress-y, there are probably very few games that are going to need to venture into another "fortress" for another base. Also, all of the main "should do's" are possible, as I have endeavored to make sure those things are covered in each map (despite the innovative mechanics). Terran can 2-supply/1-rax wall, Toss can FFE and block the main choke with a single force field, zerg can connect main to nat with two tumors, etc.
Basic Info: This is a rotationally symmetric map with no ramps. Other features have been blended to simulate ramps (at the main chokes) and the effects of elevation. This is also a twenty base map, and while I was trying to make something that was not very fortress-y, there are probably very few games that are going to need to venture into another "fortress" for another base. Also, all of the main "should do's" are possible, as I have endeavored to make sure those things are covered in each map (despite the innovative mechanics). Terran can 2-supply/1-rax wall, Toss can FFE and block the main choke with a single force field, zerg can connect main to nat with two tumors, etc.
Map Pics:
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Overview
(90 degrees)
(Game angle, full map)
+ Show Spoiler [Science version] +
Analyzer
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Summary
Rush distances
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WIP
Other Rush distances and variant routes (rocks used to force routes)
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WIP
Details
+ Show Spoiler ['Beauty' shots] +
WIP
+ Show Spoiler [Creep connections] +
WIP
+ Show Spoiler [Wall-offs] +
WIP
+ Show Spoiler [Siege range] +
WIP
Map Specifications:
- Size -- 150x150 playable (176x184 full)
- Tileset -- All Redstone
- # Players -- 4
- Main Locations -- 1:30 / 4:30 / 7:30 / 10:30
- # Bases -- 20
- 20x 8min, 2gas {main, nat, third, fourth, & hidden third} (standard min/gas amount)
- Total Resources -- 340,000
- Saturation -- 15.1111~
- 20x 8min, 2gas {main, nat, third, fourth, & hidden third} (standard min/gas amount)
- Rush Distance Timings
- Close (there are variant routes that the AI may take, these seemed to be the shortest)
- Main Choke to Main Choke -- ~48sec
- Nat Choke to Nat Choke -- ~40sec
- Main Choke to Main Choke -- ~48sec
- Cross
- Main Choke to Main Choke -- ~51sec
- Nat Choke to Nat Choke -- ~42sec
- Main Choke to Main Choke -- ~51sec
- Close (there are variant routes that the AI may take, these seemed to be the shortest)
- # Xel'Naga Watchtowers -- 5
- One tower dead center
- One in each base (gives vision to the edge of the main choke through LOSB's)
- One tower dead center
- Line of Sight Blockers -- 12
- One set at each main choke - 4
- One set at each backdoor choke - 4
- One set along path to hidden third to help prevent early warp-in into the main - 4
- One set at each main choke - 4
- Destructible Rocks -- 324
- Many make walls
- Two each block back door choke to hidden third - 8
- One blocks an alternate path from the natural to the fourth - 4
- Two block an alternate path from the third to the fourth - 8
- One blocks an alternate path from the fourth to the back door cooridor behind another (counter-clockwise) main base - 4
- One blocks an alternate path from the hidden third to the back door cooridor behind its main base - 4
- One blocks an alternate path from the open area between the third and fourth of one base and the third of another (counter-clockwise) base - 4
- Many make walls
- Unpathable terrain -- 0
Change Log:
version 0.30 posted -- OP, published to NA
Final comments:
Another map! wip! Please playtest this on NA and leave feedback thanks!
Edit1: (02/18/12) Added "game view" overiew pictures, moved old shots to "Science version" spoiler