Editor's Notes: -Expansion outside of natural value is 6x1000 minerals & 1x3000 gas, all other resources standard. -Generously blind center area (similar to ASL's White-Out) -Four center expansions to battle over. -Multiple ramps and avenues to explore and dominate.
Description: This map was created for the STPL Map Contest for Season 4. The idea behind it, obviously, was to create an open center battlefield with blind spots and many avenues and awesome battlefields.
Wow, this map looks like so much fun. I love large 2 player maps. It removes the random element of scouting, but also punishes proxy buildings/rushes as the distance to each other is far away.
I like the map just wondering if there's any particular reason why the majority of the minerals is not towards the edge? Having them the way they are now really encourages drop play/muta harass and also takes quite a bit space from the main that could be used for macro otherwise.
On September 10 2020 16:12 y2kid wrote: I like the map just wondering if there's any particular reason why the majority of the minerals is not towards the edge? Having them the way they are now really encourages drop play/muta harass and also takes quite a bit space from the main that could be used for macro otherwise.
My reasoning; -Minerals on the edge of the map means that 12 oclock base workers spawn farther away from resources. -It is okay for locations to be harass-able, just look at sylphid for example. -Main bases are plenty big enough for macro with the current mineral placements.
Check out the vod posted and see how they use the main bases and drops. Seems to hold the ol Tau Cross feels.
Precisely 6 o'clock on TC was considered worst location because of this. And spawning further away is not such an issue as long as you do the mineral trick so that the initial workers spawn closer (look sylphid).
And while sure promoting drop play doesn't seem like a bad thing and mostly a map feature, drop play is already plenty good. Also, to defend from mutas you'll have to make a lot more static plus with the current meta of P liking to "seal" their base against vults this will be extra hard with having to "seal-off" the back of your minerals as well.
Just my two cents. As I said the map's good and I'd like to play on it. Mostly was wondering if you had a specific reason for the min placement which you did.
@Freakling - The map is dark because its on a cold planet that is far away from the sun and is lacking good UV lighting, bring a FlaShwkdwkdlight.
On September 11 2020 03:08 FlaShFTW wrote: I like the layout, only complaint would be the top left/bottom right, very very convoluted area and super chokey.
I think carriers will be pretty good on this map.
Just went over this with Mr Freakling and will make adjustments accordingly.
Minerals has been helping out a lot with our series, and seems to genuinely care about BW and the community and map making. He has a lot of artistic experience (painter for many years) and sensibilities too. So I wish him the best in the competition.