Overview:
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Inspiration and Major Features:
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Risen Grounds is a 2-spawn melee map inspired by Burial Grounds by Blizzard. This map seeks to remedy a lot of the major errors with Burial grounds while maintaining a lot of the interesting concepts that the original had. Play focuses on securing higher levels so that you can defend expansions. Naturally, play pulls towards the watchtower in the centre where lots of battles should be expected for control. Rather than make it "Burial Grounds RE" I've adapted the visual themes as well and given it a new name, a la "Shattered Temple".
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Burial Grounds:
Analyser:
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Aesthetics:
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Wall-Ins:
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Tank-range (why you need the high-ground to expand):
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Optimal Third:
Alternative third or likely fourth:
Fifth and Sixth:
Alternative third or likely fourth:
Fifth and Sixth:
Change log:
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v0.1
Feedback and Replays:
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PlaymeFunky vs Yonnua (ZvP)
The game plays out with Protoss in the 5 and Zerg in the 11. Protoss opens with early zealot pressure followed by an expansion. Zerg goes in to an early third but loses it to a 6gate pressure. Zerg takes a lot of damage and dies to a warp-prism attack followed by an Immortal-Stalker-Sentry allin by the Protoss.
PlaymeFunky (Diamond Zerg) said: "I like the positions ... seems balanced", "A little weird in the beginning because of the snow"
Ekelbock vs Yonnua (ZvP)
Ekelbock (Diamond Zerg) said: "the bases are very spread out", "not much to say ... seems like a balanced map"