|
ID: CookiMaster Country: Canada Map: Augustgrad Size: 128x128 Map Concept: A Standard 4 Corner Map Concept with gasless third expansions outside of natural. 4th gas expansions at 3,6,9,12 have 2 entrances. Most areas of the map have ramps to create high ground vs low ground battles. Minerals: Main 9x1500, natural 7x1500, 3rd 6x1500(no gas), 4th 8x1500
www.panschk.de
|
(4)Mayday 0.91
Author: Doglived Location: USA Tileset: Desert Size: 128x128 Concept: 4 Bridges lead to a middle high ground
Features: ● 30 seconds rush distance vertically, 35 seconds horizontally, and 40 seconds cross ● Proxy highground middle surrounded by unbuildable terrain ● Fully wallable main base for Terran vs Zealots (1 barracks, 1 supply) and Zerglings (1 barracks, 2 supply) and fully wallable natural, but at a cost of extra supply depots (1 barracks, 3 supply) ● Marines will spawn inside base if walling the natural ● Medium ground 3rd base that leads to high ground with a very wide ramp
Download
|
Mapping renaissance
|
On April 01 2021 07:08 ox.tQ wrote:Mapping renaissance Where is your map?
|
- Your ID: KD_MAN - Location: The Rebublic of Korea - Map Name: The Belt of Faith - Map Size: 128 x 128 - Map Concept: A strategic form of map with a variety of rush-root - Features:
If the Assimilators are destroyed, the battlefield is divided diagonally.
All expansions except edge expansions are open and relatively difficult to defend.
If one Assimilator is destroyed, the large unit cannot move; if both Assimilators are destroyed, all units will not be able to move.
If the Assimilators are destroyed, the gas extraction building cannot be built again on the site.
The main base's back paths are blocked by 32 minerals.(no stack)
|
nice maps, deadline soon!
|
|
On April 02 2021 10:15 Eidolonic wrote:Where is your map?
I wouldn’t stand a chance against y’all. Just look at these wonderful maps from foreigners and Koreans.
|
- Your ID: CrystalDrag - Location: Not Korea
- Map Name: (4)GOOD NIGHT 1.1 - Map Size: 128x128 - Map Concept: 4P rotation symmetry with mid-terrain level control focus.
Download @ panschk.de/mappage (BWMN)
|
- Your ID: KD_MAN - Location: The Rebublic of Korea - Map Name: (2) Pearl - Map Size: 128 x 128 - Map Concept: A duble battlefield separated from inside and outside. - Features:
You can get to the outside faster through the back paths.
The main base's back paths are blocked by 32 x 3 minerals.(no stack)
|
On April 12 2021 00:18 KD_MAN wrote:+ Show Spoiler +- Your ID: KD_MAN - Location: The Rebublic of Korea - Map Name: (2) Pearl - Map Size: 128 x 128 - Map Concept: A duble battlefield separated from inside and outside. - Features: You can get to the outside faster through the back paths. The main base's back paths are blocked by 32 x 3 minerals.(no stack)
This is amazing. I'd like to see games on this. Do you have a VOD/replays of people playing on this? Can I download it somewhere?
|
- Your ID: iSniffen (nijoakim on discord/TL forums) - Location: Sweden - Map Name: (2)Dodgy_Dunes - Map Size: 96 x 128 - Map Concept: Low ground sand dunes are actually high ground in their centers. This marked with doodads. - Features: The natural's back door is blocked by eggs. The third is mineral only from one side and includes gas, the other side which is a semi-island. The center is full of dodgy sand dunes which provide small areas of high ground.
http://www.panschk.de/mappage/comments.php?mapid=5317
|
(4)Oil Flow 0.80
Authors: sTY_leZerG-eX (concept) & Freakling Size: 128x128 Concept: 4p macro map with symmetry distortion and split decoration
Features:- Backdoor path to naturals (only accessible after destroying some neutral buildings or Eggs)
- Low ground middle, split vertically down the centre with bridges connecting both halves
Update version 0.80→0.81:- Fixed non-mining mineral patch at top right mineral only.
Download from BWMN
|
|
(4)Bridging the Gap
Authors: Freakling (concept) & sTY_leZerG-eX Size: 128x128 Concept: 4p macro map with broken-symmetry centre design
Features:- High ground centre, devided by bridge cascades and vision blockers
- Innovative decoration/terraining concept (still partially rudimentarily implemented)
Update version 0.80→0.81:- Fixed non-mining mineral patch at top right mineral only.
Download from BWMN
|
|
- Your ID: Minerals - Location: USA - Map Name: Serenity - Map Size: 128x128 - Map Concept: Flat ground map with comfortable expansions in either direction.
|
- Your ID: Minerals - Location: USA - Map Name: Turbine - Map Size: 128x128 - Map Concept: Three player mirrored map with in-base natural. Neutral creep colonies spawn creep only if a zerg player spawns in the nearest location.
|
- Your ID: StyleZerg + Minerals - Location: USA - Map Name: Midnight_Crossing - Map Size: 128x128 - Map Concept: Two player split map with multiple avenues for attack and flank.
|
- Your ID: KD_MAN - Location: The Rebublic of Korea - Map Name: (4) The Dark Knight - Map Size: 128 x 128 - Map Concept: Standard map with building terrain
|
|
|
|