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[M] (2) Risen Grounds

Forum Index > SC2 Maps & Custom Games
Post a Reply
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
Last Edited: 2012-07-09 11:55:02
June 06 2012 15:21 GMT
#1
[image loading]
Overview:
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Inspiration and Major Features:
+ Show Spoiler +
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".
+ Show Spoiler +
Burial Grounds:
[image loading]



Analyser:
+ Show Spoiler +
[image loading]
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Aesthetics:
+ Show Spoiler +
[image loading]
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Wall-Ins:
+ Show Spoiler +
[image loading]
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Tank-range (why you need the high-ground to expand):
+ Show Spoiler +
Optimal Third:
[image loading]
Alternative third or likely fourth:
[image loading]
Fifth and Sixth:
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Change log:
+ Show Spoiler +
v0.1


Feedback and Replays:
+ Show Spoiler +

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"
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-06-06 15:44:30
June 06 2012 15:38 GMT
#2
Design looks like cloud kingdom.
Organic cliff path in the middle looks too narrow to my eyes. Isn't?
ChaosRefined
Profile Joined July 2011
United States52 Posts
June 06 2012 15:42 GMT
#3
way too many trees on the outside of the map, it might lag shittier computers. also, the third looks really really easy to siege from the high ground. I would rotate the minerals a bit, unless that's what you were going for in the first place
Adonminus
Profile Joined January 2012
Israel543 Posts
June 06 2012 15:44 GMT
#4
3rd is too vulnerable since you can attack it from the high ground, and 4th too far to be a more viable 3rd option instead. You should work on the 3rd and 4th to make them more defendable or this map will be a 2 base all in map, which will of course favor protoss since they can neglect travel distance and the travel distance is quite big on this map.
Gfire
Profile Joined March 2011
United States1699 Posts
June 06 2012 15:52 GMT
#5
I like the new take on Burial Grounds. That's something I'd looked at a bit a while ago but never did anything with it.

The map has a cool theme to it. You have to keep controlling the higher ground to secure your expos. However, I feel like it's hard to take a third and fourth. Not sure exactly how splitting the map would work out... It's kinda got some circle syndrome issues. I think the pathing in the center is too congested and the sides are too open. Or maybe you need a small base on the lowground near the middle.
all's fair in love and melodies
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