![[image loading]](http://i.imgur.com/RMAfDE8.png)
Im really excited, i have finally released the maps in which i have been working on these last ~4ish months, i hope you play on them, analise them and above all enjoy them!
Album with High Res Pictures
http://imgur.com/a/XoJF9#0
http://imgur.com/a/XoJF9#0
![[image loading]](http://i.imgur.com/TFv2T8l.png)
Info
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Size: 146 X 136
Main ramp 2 main ramp distance: 138
Xel'nagas: 2
Full bases per player: 8
Half bases per player: 0
Main ramp 2 main ramp distance: 138
Xel'nagas: 2
Full bases per player: 8
Half bases per player: 0
I as a mapmaker im uncapable of making maps that lack a logic behind them so making Plank's Orbit was a challenge i had to face someday, it hurt me to put grass on a rock that's flying across empty space but oh well...
Planck's Orbit, is disegnated to be a standarish map where no huge weird new all ins will it you without know about it, take this map as my Daybreak or my Cloudkingdom without the prettiness of CK or the stability of DB, since i consider myself a mapmaker in the making and not a fully experienced one.
The map itself has alot of positions where tactic deployment will make the players hate me as a mapmaker such as the drop pods or open paths toward the called fast third.
Screenshots and other infos
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![[image loading]](http://i.imgur.com/VVBHNbc.png)
Info
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Size: 170 x114
Main ramp to main ramp distance: 151
Xel'nagas: 0
Full bases per player: 6
Half bases per player: 0
Main ramp to main ramp distance: 151
Xel'nagas: 0
Full bases per player: 6
Half bases per player: 0
In the making of Shilak Glaciar i was searching for a map with complex terrain around the edges, and i was stuck thinking of how to make the highground third fit with the rest of the map, until i came with the obvious idea of using bridges to do so, but i didn't wanted these bulky mar sara ones, i wanted the sleek light ones, damn it was hard finding a way to make them work...
Well continuing with my thought of the map, i wanted to create a map with complex terrain around the edges so small packs of units could move easely but bigger armies couldn't, at the same time make the center of the map wide and big enough to allow big battles to be fought over.
This map lacks ramps leading to naturals or much funky bussiness besides the bridges and complex terrain, im expecting this map to behave in a "standard" manner where all ins aren`t THAT strong.
Screenshots and other infos
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![[image loading]](http://i.imgur.com/dPHoje6.png)
Info
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Size: 146 X 132
Main ramp to main ramp distance: 140
Xel'nagas: 0
Full bases per player: 6
half bases per player: 0
Main ramp to main ramp distance: 140
Xel'nagas: 0
Full bases per player: 6
half bases per player: 0
Athena Installation at first looks like a standard map, but then when the natural backdoor ramp gets spoted, the maps takes shape and harass is it's name, the ramp creates a wide variety of timings which can be achieved.
The maps has 3 possible thirds, everyone has a bad side, some can be harassed with ease and others are far too close to the center, so the flow of the game will depend on which of the nine possible ways the players will take their thirds.
Screenshots and other infos
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![[image loading]](http://i.imgur.com/sQvSPpv.png)
Info
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Size: 136 X 90
Main ramp to main ramp distance: 104
Xel'nagas: 0
Full bases per player: 4
Half bases per player: 1
Main ramp to main ramp distance: 104
Xel'nagas: 0
Full bases per player: 4
Half bases per player: 1
It's not taboo to say that 5 Astraea is a rush map, big exposed natural, short rush distance, and strangely easy third which awkwardly leads to a considerable amount of macro games for a map of this size.
Screenshots and other infos
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![[image loading]](http://i.imgur.com/51f5vAZ.png)
Info
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Size: 132 X 130
Main ramp to main ramp distance: 127
Xel'nagas: 0
Full bases per player: 6
Half bases per player: 0
Main ramp to main ramp distance: 127
Xel'nagas: 0
Full bases per player: 6
Half bases per player: 0
Saalok Dreams is named after to short novel Cold Symmetry writed by Cameron Dayton, and it's ambiented in the Aiur Moon.
There two big routes to take in Saalok Dreams, the first one is to abuse the terrain by going to Air, mutalisks, banshees and oracles are beatifull in this map, the other path to go is mass splash damage using the tight chokes to your advantaje (just like in the small story ♥)
Pressure builds are must, no much choices here, but that doesn't mean that the choices the player make doesn't matter, wherever choice you make you will face big 2 base timings to defend agains't.
Screenshots and other infos
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![[image loading]](http://i.imgur.com/liRsxYc.png)
Info
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Size: 166 x 114
Main ramp to main ramp distance: 145
Xel'nagas: 0
Full bases per player: 6
Half bases per player: 0
Main ramp to main ramp distance: 145
Xel'nagas: 0
Full bases per player: 6
Half bases per player: 0
Monlyth Heights will be the ass pain for many Toss and Terran players, since the natural is so open, the players will have to choose if they are going to pressure expand or take their chances and do FE, scouting is PRIMORDIAL, you will have to place marines/widow mines, overlords/burrowed lings, or obs across the map if you hope to win, this creates reckless harass mechanic where you can trick your oponent into making him believe that you're attacking in one area, wihile you are aiming for another or expanding.
In many test games i saw lower league players struggle with the too open main base in mid-to-late game, that's why i made a LE version of the map which has a tower of destructible rocks, so they can block the faraway entrance to their natural.
Screenshots and other infos
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![[image loading]](http://i.imgur.com/KBMkXX0.png)
Info
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Size: 140 x 138
Main ramp to main ramp distance: 130
Xel'nagas: 2
Full bases per player: 6
Half bases per player: 0
Main ramp to main ramp distance: 130
Xel'nagas: 2
Full bases per player: 6
Half bases per player: 0
Aiur pre-fall themed map fuck yeah!, all the time i was working on this map i was scared as shit that some of you guys would release a map with this theme before me and do it in a better fashion, but it calms me that that didn't happened :b
Past glories is expected to behave in a similar way as Planck's orbit, but with all ins being slightly stronger because of the ramp leading towards the natural, im not expecting this ramp to be used by harass different as in Athena Installation, since the ramp is too near of the place where the army would stand, instead as i said im expecting more all ins being used in the map, and more pressure expands coz of the ramp.
In lategame the ramp shall be used as evacuation route for workers mining the third base, that way when one player losses the expansion it doesn't necesarelly lose the workers allowing for more comebacks to be made.
It is recomended to play the map at least on medium settings, since some textures don't work 100% under low settings
Screenshots and other infos
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Poll: Favorite map?
Past Glories (7)
37%
Planck's Orbit (4)
21%
Shilak Glaciar (4)
21%
Athena Installation (3)
16%
[Old]Cloud Atlas (1)
5%
5 Astraea (0)
0%
Saalok Dreams (0)
0%
Monlyth Heights (0)
0%
[Old]Fotra Kepuka (0)
0%
[Old]Highgrounds (0)
0%
19 total votes
Planck's Orbit (4)
Shilak Glaciar (4)
Athena Installation (3)
[Old]Cloud Atlas (1)
5 Astraea (0)
Saalok Dreams (0)
Monlyth Heights (0)
[Old]Fotra Kepuka (0)
[Old]Highgrounds (0)
19 total votes
Your vote: Favorite map?
(Vote): Planck's Orbit
(Vote): Shilak Glaciar
(Vote): Athena Installation
(Vote): 5 Astraea
(Vote): Saalok Dreams
(Vote): Monlyth Heights
(Vote): Past Glories
(Vote): [Old]Cloud Atlas
(Vote): [Old]Fotra Kepuka
(Vote): [Old]Highgrounds
I hope you guys enjoy the maps, they are published in AM, and EU atm, i will pusblish them in Kr later (Sea guys, it is too much to ask to play them in the AM server?? :3?)
If any tournament guy want to use them for his tournament, go ahead! but PM the date of the tournament so i can see it too! and if you find any kind of bug from FPS drops in some areas of the map to an ant walking around, give me a heads up and i will fix it asap.