http://i.imgur.com/005hba7.jpg
-1 v 1 spawns horizontally (NO cross NOR top vs bottom).
-There're two destructible rocks behind the natural expansions.
-2 v 2 allies' spawn vertically.
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Playable Dimension: 220 X 144
Distance by ground path using a worker (using in games seconds):
Top spawn
Main to Main ≈ 72s
Natural to Natural ≈ 55s
Bottom spawn
Main to Main ≈ 80s
Natural to Natural ≈ 60s
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Map Description
Elevation Burrow has come a long to its third final version, going through an additional 74 major and minor surgeries for the Team Liquid Map Contest #4, from its initial 11 when I posted the first final version on the StarCraft II’s General Discussion and Melee Map Showcase Forums, I hope everyone enjoys playing on it and I’m looking forward to seeing it on the ladder pool.
Elevation Burrow is a four player melee map designed for one versus one matches. The distant feature of this map is that it’s horizontal spawn only (NO cross NOR top vs bottom), since the top and bottom of the map isn’t mirrored. There are also two destructible rocks behind the natural expansions serving as a turtle breaker during the mid to late stages of the game when a split map scenario occurs. There are two path to the center third bases from either spawning locations with a destructible rock tower placed by it that can be knocked down to block the path at the back to shutting down harassments. In the center of the map there’s a Xel’ Naga watch tower surrounded by sight blockers on a high ground that reveals a large portion of two huge path in the center, that can be used to spot most unit movement, while there’re also two long and narrow paths that circles around the vision of the watch tower. The map leans toward macro oriented play due to its sheer size and close bases.
Special thank-you and shout-out to those who helped me made the map to what it is. Scyt and Shipdoodle who tested many version of this map pointing out problem, giving good feedback and suggestion. GMs and progammers: KoMA, viOLet, Mercy, Splendor, and SSanaEE testing out final versions and pointing out core problems and explaining to me why something is broken and give suggestions for fixing. CommradConnor for a great idea of fix and XOXO for playing against GM.
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Please rate and review
If anyone have any comments, suggestions, and or feedback you can contact me by going to the group Op Ryuuga, message me in game Ryuuga #643 or leave a comment below.
Other maps I've made:
(2) Kumo Atlas http://www.teamliquid.net/forum/viewmessage.php?topic_id=444624
(2) Raven Hunt http://www.teamliquid.net/forum/viewmessage.php?topic_id=444625
(2) Sleeping Beauty http://www.teamliquid.net/forum/sc2-maps/444719-2-sleeping-beauty