Djinn's Delight
by Fatam
version 1.2 [HOTS]
![[image loading]](http://i.imgur.com/leTs6zF.jpg)
old:
+ Show Spoiler +
Playable Bounds: 114x152
Rush Distance (nat to nat): 115
Number of bases: 10 8m2g, 2 4m1g
FFE:
+ Show Spoiler +
Aesthetics:
+ Show Spoiler +
![[image loading]](http://i.imgur.com/Ehg7TCx.jpg)
A view of the 2 natural backdoors: rocks and neutral fleet beacons. Fleet beacons have 500 hp + 500 shields. If someone tries to kill one of the fleet beacons but you stop them, the shields will regenerate, which is nice.
![[image loading]](http://i.imgur.com/P2oH8FJ.jpg)
Secondary ramp in the main, with half expansion.
![[image loading]](http://i.imgur.com/evkkSuK.jpg)
Xel'Naga Healing Shrine, heals 10 hp per second. Unlike XNTs, a unit has to be right on top of it to be healed.. therefore only so many units can occupy it at once (~9 marines or other 1 square units would be as much as you could fit).
![[image loading]](http://i.imgur.com/dIoac0S.jpg)
![[image loading]](http://i.imgur.com/99FSiAJ.jpg)
+500 gas canister behind some rocks.
![[image loading]](http://i.imgur.com/947OcPn.jpg)
![[image loading]](http://i.imgur.com/0De2m6P.jpg)
Destructible rock tower, kill it (only 500 hp) and you can quickly narrow the choke to your 10/4 o'clock base. The resulting rocks are normal (2000 hp).
![[image loading]](http://i.imgur.com/uCkXrPw.jpg)
The more forward "third" complete with bunker spot.
I tried to go off the rails/balls deep/etc. for my first HOTS map. I did everything I wanted to do then after some playthroughs realized I needed to scale it back some (the mains originally had a backdoor too! Among other things.. but it was just too much for a player to keep an eye on).
Anyway, I'll try to explain the features of the map that aren't standard:
Neutral fleet beacon backdoor
+ Show Spoiler +
A Fleet Beacon has 500 hp + 500 shields. If your opponent tries to kill it but you stop him, the shields regen, which is nice. Why would an opponent ever try to attack that way instead of via the rocks? Well, it has half the hp and 2 less armor, so it goes down faster. More importantly though, killing one of your own fleet beacons give you a back, protected way to expand to the corner base that doesn't open up a huge hole in your defenses.
The +500 gas canisters and how they relate to the Protoss expansion pattern
+ Show Spoiler +
A protoss that doesn't want to expand to the corner base as his 3rd can take the 4m1g expo in the main and try to get his gas canister to compensate for the lack of gas. But he does have to venture out of his base and kill one of the rocks to get it. So there's a nice risk/reward thing going on there. I'm not sure if 500 is the perfect number honestly, but 1000 seemed too high so it's 500 for now. This is very much aimed at being an anti-turtle feature.
p.s. - the only way to get the gas is to kill the rocks and move a unit near the gas. It's impossible to blink / warp-in / unload to bypass the rocks because the thorns are impassable.
Secondary ramp in the main
+ Show Spoiler +
I did this before on my 2v2 map jam submission and I wanted to try it here. Basically it's a small, aggressive map so I want people to have a secondary oh-shit barrier. You can simcity the secondary ramp (even though it's a 2FF) to give you a place to make a last stand in case your lower main is compromised. I made it a 2 FF ramp instead of 1 so that sentry drops wouldn't be completely OP (may even have to make it 3 FF in light of that.. we'll see). This setup is also really, really nice against blink stalkers for the obvious reasons.
Xel'Naga Healing Shrine
+ Show Spoiler +
Most of you are probably aware of these by now, but I'll explain. The XHS heals 10 hp per second. Unlike XNTs, a unit has to be right on top of it to get the effect.. therefore only so many units can occupy it at once (~9 small units can fit). I put them here because they're out of the way.. if you want to get healing you have to go away from the important locations of the map, which is a little risky. It's also perfect for blink stalkers to blink down to after being in the main.. my other map feature nerfed blink stalkers so maybe this balances that a bit.
by Fatam
version 1.2 [HOTS]
![[image loading]](http://i.imgur.com/leTs6zF.jpg)
old:
+ Show Spoiler +
Playable Bounds: 114x152
Rush Distance (nat to nat): 115
Number of bases: 10 8m2g, 2 4m1g
FFE:
+ Show Spoiler +
Aesthetics:
+ Show Spoiler +
![[image loading]](http://i.imgur.com/Ehg7TCx.jpg)
A view of the 2 natural backdoors: rocks and neutral fleet beacons. Fleet beacons have 500 hp + 500 shields. If someone tries to kill one of the fleet beacons but you stop them, the shields will regenerate, which is nice.
![[image loading]](http://i.imgur.com/P2oH8FJ.jpg)
Secondary ramp in the main, with half expansion.
![[image loading]](http://i.imgur.com/evkkSuK.jpg)
Xel'Naga Healing Shrine, heals 10 hp per second. Unlike XNTs, a unit has to be right on top of it to be healed.. therefore only so many units can occupy it at once (~9 marines or other 1 square units would be as much as you could fit).
![[image loading]](http://i.imgur.com/dIoac0S.jpg)
![[image loading]](http://i.imgur.com/99FSiAJ.jpg)
+500 gas canister behind some rocks.
![[image loading]](http://i.imgur.com/947OcPn.jpg)
![[image loading]](http://i.imgur.com/0De2m6P.jpg)
Destructible rock tower, kill it (only 500 hp) and you can quickly narrow the choke to your 10/4 o'clock base. The resulting rocks are normal (2000 hp).
![[image loading]](http://i.imgur.com/uCkXrPw.jpg)
The more forward "third" complete with bunker spot.
I tried to go off the rails/balls deep/etc. for my first HOTS map. I did everything I wanted to do then after some playthroughs realized I needed to scale it back some (the mains originally had a backdoor too! Among other things.. but it was just too much for a player to keep an eye on).
Anyway, I'll try to explain the features of the map that aren't standard:
Neutral fleet beacon backdoor
+ Show Spoiler +
A Fleet Beacon has 500 hp + 500 shields. If your opponent tries to kill it but you stop him, the shields regen, which is nice. Why would an opponent ever try to attack that way instead of via the rocks? Well, it has half the hp and 2 less armor, so it goes down faster. More importantly though, killing one of your own fleet beacons give you a back, protected way to expand to the corner base that doesn't open up a huge hole in your defenses.
The +500 gas canisters and how they relate to the Protoss expansion pattern
+ Show Spoiler +
A protoss that doesn't want to expand to the corner base as his 3rd can take the 4m1g expo in the main and try to get his gas canister to compensate for the lack of gas. But he does have to venture out of his base and kill one of the rocks to get it. So there's a nice risk/reward thing going on there. I'm not sure if 500 is the perfect number honestly, but 1000 seemed too high so it's 500 for now. This is very much aimed at being an anti-turtle feature.
p.s. - the only way to get the gas is to kill the rocks and move a unit near the gas. It's impossible to blink / warp-in / unload to bypass the rocks because the thorns are impassable.
Secondary ramp in the main
+ Show Spoiler +
I did this before on my 2v2 map jam submission and I wanted to try it here. Basically it's a small, aggressive map so I want people to have a secondary oh-shit barrier. You can simcity the secondary ramp (even though it's a 2FF) to give you a place to make a last stand in case your lower main is compromised. I made it a 2 FF ramp instead of 1 so that sentry drops wouldn't be completely OP (may even have to make it 3 FF in light of that.. we'll see). This setup is also really, really nice against blink stalkers for the obvious reasons.
Xel'Naga Healing Shrine
+ Show Spoiler +
Most of you are probably aware of these by now, but I'll explain. The XHS heals 10 hp per second. Unlike XNTs, a unit has to be right on top of it to get the effect.. therefore only so many units can occupy it at once (~9 small units can fit). I put them here because they're out of the way.. if you want to get healing you have to go away from the important locations of the map, which is a little risky. It's also perfect for blink stalkers to blink down to after being in the main.. my other map feature nerfed blink stalkers so maybe this balances that a bit.