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Green lines mark where ramps are, in case it's difficult to see.
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This is IMO the best map I've ever made, at least concept wise (decoration may need a face lift). Impassible doodads behind minerals fix pathing (thanks largely to StarParty for telling me this, although this concept is mine so don't give him too much credit  ) Remember that though the pathing is fixed, don't be stupid and click the very corner of the map and tell me the pathing is broken. You still need to click in their base to go to their base. AFAIK you cannot jump the minerals (impassible doodads underneath). Used lancets "Charches" idea. This should allow for some exciting things to happen in the middle  Remember that only ultralisks cannot pass under the arches. Gameplay is intended to be unique, fast paced, with no non-sense-macro-styles. All bases are unsafe, all races should require early units for pressure and defence. Scouting will be absolutely pivotal.
I expect this map to be imbalanced. I don't expect anyone to figure why if it never becomes popular. This map is a theory crafter's dream, and I acknowledge I'm going to receive a lot of comments telling me how impossible it is for one race or another in one match up or another.
If you do play it, replays may be uploaded here
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Looks a little too difficult for zerg to fast expo on.
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Calgary25980 Posts
Can units walk into that middle area without killing anything? Because if so, I'm telling you right now my build against any race would be 6 Pool -> Sunken Colony behind their minerals. As Terran you'd have to basically just liftoff to your natural. As protoss you'd have to long-range mine to 400 until you could "expand".
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Yeah quick sunks behind the main or quick tank drop would be GG. This map looks very anti-toss.
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There are neutral power generators there. edit: nm i see the ramp ;P, maybe try putting a probe on each dweb'ed ramp if you scout a fast pool? ^^
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imo find a way to make those creeps in the middle sunkens that are hostile to each player (but too far away to hit the min lines)
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I just played two PvZs where the Zerg tried to sunk rush and won both times =/ Just scout on 8 and block the drone, if he gets by send a couple probes out there asap, and try to keep blocking where he tried to build sunken colonies. Build a cannon in your min line to help guard against lings as you harass his drone and you're okay. If Zerg is 6pooling every game, why can't you 9 9 gate?
I personally found this map extremely fun when I played it 
Yeah quick sunks behind the main or quick tank drop would be GG. This map looks very anti-toss. Yeah, cause there isn't any backdoor on this map that could totally fuck any retarted tech strat. OH WAIT.
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Zerg will have a shit hole of a time keeping bases. The ramp into the backdoor of main is just too brutal. Not only that but the map is very narrow and circular which doesn't allow for much flanking, and there are places to drop all over. I'm not a fan of map where the main base can be 'cliff' dropped (jungle story, etc). It also looks like terran can build depots or barracks in key spots to further limit the chokes just about everywhere on the map.
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On October 06 2007 05:28 PsycHOTemplar wrote:I just played two PvZs where the Zerg tried to sunk rush and won both times =/ Just scout on 8 and block the drone, if he gets by send a couple probes out there asap, and try to keep blocking where he tried to build sunken colonies. Build a cannon in your min line to help guard against lings as you harass his drone and you're okay. If Zerg is 6pooling every game, why can't you 9 9 gate? I personally found this map extremely fun when I played it  Show nested quote +Yeah quick sunks behind the main or quick tank drop would be GG. This map looks very anti-toss. Yeah, cause there isn't any backdoor on this map that could totally fuck any retarted tech strat. OH WAIT.
I never 6 pooled on any of those games though. Using my games is not the best way to argue balance though lol
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Yeah, but it's better than no games and pure theorycraft :D
Zerg will have a shit hole of a time keeping bases. The ramp into the backdoor of main is just too brutal. Not only that but the map is very narrow and circular which doesn't allow for much flanking, and there are places to drop all over. I'm not a fan of map where the main base can be 'cliff' dropped (jungle story, etc). It also looks like terran can build depots or barracks in key spots to further limit the chokes just about everywhere on the map. SEE! Fuck! Theory craft for the win. Nobody agrees on anything. I play random. I can see possibilities for all three races, both in attack an defence. I'm not terribly good, but it makes me fairly qualified to see beyond "I'm an optimistic person, so I'm going to say my race owns this map" and "I'm a pessimistic person, so I'm going to say my race is cheated by this map".
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