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Crusader and Sacrifice had a baby.
1v1, 2v2, FFA 168 x 168 16 regular bases 2 gold bases EU | NA | KR | SEA
Two main entrances. All spawns enabled in 1v1; in 2v2 horizontal spawns are allies. Main to main distance is ~50 seconds for close spawns and ~70 seconds cross. High ground can be fully walled with Depot-Barracks-Depot. Protoss can Nexus-wall (two 3x3 buildings) at the natural with the large ramp. Against blink, a sensor tower on the main high ground is extremely strong. Main and natural hatcheries can be connected with one creep tumor; when expanding away from your opponent in close spawns this tumor can then spread creep towards your opponent. The geysers of the gold base can be sieged from the central high ground; workers mining minerals can't. Aesthetics inspired by Akilon Wastes and Coda.
+ Show Spoiler [Analyser] +
+ Show Spoiler [Pictures] +
glhf
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With rocks there seems to be only one route to your enemy, I would personally remove the ones on the low ground sand. Would make the map less linear in the early game.
Edit- oh wait, 2 entrances to the main...
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your Country52797 Posts
This is a very interesting map, and I knew the rocks wouldn't be where everyone expected them to be. ;D I know that you intentionally made the center path super narrow, but I would make it just a little bit wider so that armies can actually fit there (they'd still be in a fairly bad spot if they got caught there).
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Sacrifice never told Crusader that the real father of her child was Shrieking Valley.
The center design is a pretty interesting take on it, though.
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your Country52797 Posts
On March 20 2015 09:33 Gfire wrote: Sacrifice never told Crusader that the real father of her child was Shrieking Valley.
The center design is a pretty interesting take on it, though. You mean Shrieking Breeze right ? I can definitely see the similarities there.
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Oh wow, this is totally a knockoff of Shrieking Breeze. At the very least it's the exact same and extremely unusual concept implemented in a slightly different way. Which is funny because like most of my maps this one went through a number of iterations and at times it looked quite different from Shrieking Breeze:
+ Show Spoiler +
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I love your designs.. omfg. *edit this map is dank*
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im really liking the decal work in the ramps.
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On March 20 2015 09:51 The_Templar wrote:Show nested quote +On March 20 2015 09:33 Gfire wrote: Sacrifice never told Crusader that the real father of her child was Shrieking Valley.
The center design is a pretty interesting take on it, though. You mean Shrieking Breeze right ? I can definitely see the similarities there. Yeah, that would be the one. I've clearly lost my passion.
But to be fair there was some map that did something similar before Shrieking Breeze which was the inspiration for it. I can't remember what it was called though.
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The idea has been around for a while in various iterations. This one is a little ballsier than most bc there's usually rocks on one of the main ramps or nat ramps, instead of being out on the map.
I think close spawns on this map looks pretty cool. You could have a lot of variation even within the same matchup just by which nat people take. Certainly the difference between close and cross-spawns is massive. Cutthroat vs. turtley.
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On March 21 2015 04:38 Fatam wrote: Certainly the difference between close and cross-spawns is massive. Cutthroat vs. turtley. Yep, I always try to make spawning patterns play out very differently on maps with more than two spawns. That being said, another of my core design principles is to spread out bases and attacking paths. For example, see this picture illustrating two four-basing players on cross spawns:
It gets even more pronounced when players expand asymmetrically or get up to five bases each, but even with the expansion pattern in the picture it's less turtley than five-basing on Deadwing.
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I really like the use of destructible rocks here to be honest. When they are destroyed, they change the way the map is played a lot, and that makes it very interesting. They also allow for different "spawns" to be viable, and to play out very differently.
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