![[image loading]](http://i.imgur.com/2E0ZH.png)
![[image loading]](http://i.imgur.com/ag7va.png)
Published on NA EU KR SEA
By Namrufus and the ESV mapping team
V 1.0
![[image loading]](http://i.imgur.com/cCzR1.jpg)
+ Show Spoiler [original Broodwar version] +
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/198_God%27s%20Garden.jpg)
+ Show Spoiler [analyzer summary] +
+ Show Spoiler [previous versions] +
none yet
+ Show Spoiler [beauty shots] +
![[image loading]](http://i.imgur.com/IiWZ4.jpg)
![[image loading]](http://i.imgur.com/fKfKN.jpg)
![[image loading]](http://i.imgur.com/kse5X.jpg)
STATS
dimensions = 144x144
close spawn rush distance
---main2main rush distance(analyzer) = 148
cross spawn rush distance
---main2main rush distance(analyzer) = 180
16 total bases:
---8m 2g bases: 8
---6m 1hyg bases: 8
1 watchtower
4 rocks
tileset = valhalla with meinhoff craters and braxis wrecked plates
doodad count = 1726
DESCRIPTION AND FEATURES
This map was made for the ESV anniversary map pack and is based of of the classic broodwar map: God's Garden by mapmaker Str18-02 + Show Spoiler [map image] +
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/198_God%27s%20Garden.jpg)
This map is a 4 player rotational (reflectional near the center) map with in-base naturals with 6m1hyg, these are overlooked by droppable high-ground pods that also overlook 6m1hyg '4th' bases near the center of the map. The mineral lines of both bases are close enough to the cliff that all ranged units on the pod (including roaches) will be able to hit workers mining minerals. Once dropped, small/medium units have free movement over the entire plateau. large units (ie siege tanks) must be picked up and dropped on the other side of the metal barrier
The natural choke is a little bit unusual, blocked partially by rocks (at its smallest point blockable by two 3x3 buildings to leave a 1 hex opening); the width become much larger after the rocks are destroyed. There is also a row of los blockers in front of the choke to make defending there a bit more complicated (I'm leaning towards removing these at this point actually).
This type of in-base natural on a 4 player rotational map has been seen before in SC2 (Delta quadrant, Calm Before the Storm). However I hope that the fact that the in-base is a reduced resource base that is vulnerable to drops and air harass will prevent the kind of boring easy macro play seen on Calm before the storm.
please post any feedback comments and suggestions you might have.
![](/mirror/smilies/smile.gif)
![[image loading]](http://i.imgur.com/0YnSh.png)