repositioned start locations, expanded mains, changed temple to 10 0-value minerals. decorated more, prevented some tanking, decreased size of nat.
+ Show Spoiler [Montezuma 0.95(o)] +
(2)Montezuma 0.95(o).scx >>>Download<<
Forum Index > BW General |
-fj.
Samoa462 Posts
repositioned start locations, expanded mains, changed temple to 10 0-value minerals. decorated more, prevented some tanking, decreased size of nat. + Show Spoiler [Montezuma 0.95(o)] + (2)Montezuma 0.95(o).scx >>>Download<< | ||
konadora
Singapore66064 Posts
http://intothemap.com/gnu/bbs/board.php?bo_table=science&wr_id=24132 | ||
sTYleZerG-eX
Mexico473 Posts
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-fj.
Samoa462 Posts
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dyren
United States260 Posts
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Man.Magic
United States178 Posts
Updated Map now is Swarm friendly, any other suggestions? | ||
Husky
United States3362 Posts
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Man.Magic
United States178 Posts
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tv-dooke
United States7 Posts
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Kaappp
Latvia9 Posts
Updating my map once again. Please comment http://www.panschk.de/mappage/comments.php?mapid=3993 -> Download | ||
Broodie
Canada832 Posts
+ Show Spoiler + Map: Imperial Scars Players: 2 (6-Obs) Creator: Broodie Theme: Found Temples Before change After Change There's a lot of custom work here but I did my best to keep it even and such, take a close look at the map as things are not always what they seem! early game offers many choices to both players while mid-game focus's on Micro vs micro and ultimately an ending macro game. To eliminate rushing a player is either forced to run in a "Z" shape to reach the other's base or they can attack one of the two center tower doors and gain access. The two areas where players would assume an expansion would be are a common place for the battle over who claims both temples. the high ground non expansion field is easily claimed by whoever drives a better army while the neighboring low ground battle zone is nothing more than a commitment and a half. everything here is custom I made it myself, the long ramps, the abstract ramps and the cliff connections, I didnt even look at examples :s and it was the first time making them so tell me what you think! DOWNLOAD LINK http://www.sendspace.com/file/x1v7f7 | ||
the-Undermind
Canada106 Posts
On January 24 2010 06:33 Broodie wrote: Imperial Scars 1.0 Beta + Show Spoiler + Map: Imperial Scars Players: 2 (6-Obs) Creator: Broodie Theme: Found Temples There's a lot of custom work here but I did my best to keep it even and such, take a close look at the map as things are not always what they seem! early game offers many choices to both players while mid-game focus's on Micro vs micro and ultimately an ending macro game. To eliminate rushing a player is either forced to run in a "Z" shape to reach the other's base or they can attack one of the two center tower doors and gain access. The two areas where players would assume an expansion would be are a common place for the battle over who claims both temples. the high ground non expansion field is easily claimed by whoever drives a better army while the neighboring low ground battle zone is nothing more than a commitment and a half. everything here is custom I made it myself, the long ramps, the abstract ramps and the cliff connections, I didnt even look at examples :s and it was the first time making them so tell me what you think! First version of this map, I'm going to upload the file later, I have several in the works xD Attention natural expansions, prepare to be tank raped | ||
Superouman
France2195 Posts
Do you remember in the storyline Tarsonis planet invasion? Here is the rematch of this epic battle! (2)Tarsonis Invasion Theme: Zerg Invasion Size : 96*128 2 stacked generators behind the natural. Link for broodwarmaps.net map thread: http://www.panschk.de/mappage/comments.php?mapid=4009 | ||
the-Undermind
Canada106 Posts
On January 24 2010 08:50 ProTosS4EveR wrote: Hello people, here is my map for this contest Do you remember in the storyline Tarsonis planet invasion? Here is the rematch of this epic battle! (2)Tarsonis Invasion Theme: Zerg Invasion Size : 96*128 2 stacked generators behind the natural. Link for broodwarmaps.net map thread: http://www.panschk.de/mappage/comments.php?mapid=4009 1) the power generators serve no purpose. By this I mean that they is no practical reason for you to spend time destroying them for access. 2) I think there should be a ramp leading up to the high ground at the mid-bottom right and mid-top left. 3) I like the mobility of the map | ||
tv-dooke
United States7 Posts
DOWNLOAD HERE>> http://yogware.bluegillstudios.com/shpib/?l=544 THINGS I CHANGED>> ---Random 2nd gas on the left sides' main base was removed ---There's a stack of 30 mineral patches set to 0 in the middle corridor blocking the path(instead of a stack of 10 temples). ---The 12 o clock entrances with temples have been removed and left open. ---There is now a new path above the middle corridor and the upper plateau for a small group of forces. ---The right side now has a wider ramp to the middle corridor to match lefts. ---The ramps have been widened in the top corner expansions making them harder to secure. ---A recall animation was added to simulate your workers being warped in at the beginning of the game ;-) ---Touch ups around the map to make it look more pretty =] I still want to make a version of this map with a wider choke at the middle corridor with the stack of 10 temples as well as temple blocks at the top entrances to the main(like i had in the original version). Also, can someone post a preview of this new version for me? I'm a noob and don't know how to do that. | ||
oberon
United States1320 Posts
If someone can explain that I'll have my (mediocre) entry. --oberon | ||
Husky
United States3362 Posts
Really like what you guys are doing so far, a couple of the newest submissions look great. Good to see maps with a lot of neutral buildings (dunno, just always liked that for some reason ) | ||
RoieTRS
United States2569 Posts
On January 23 2010 14:41 -fj. wrote: 0.95(o) Update: Fixed ramp from main to natural, adjusted nat minerals, removed terran imbalance in the center of the map, removed min. only expansions in the center of the map. repositioned start locations, expanded mains, changed temple to 10 0-value minerals. decorated more, prevented some tanking, decreased size of nat. + Show Spoiler [Montezuma 0.95(o)] + (2)Montezuma 0.95(o).scx >>>Download<< Thats amazing | ||
dyren
United States260 Posts
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splorygon
18 Posts
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