Tar LE
[US]
Dynamic Lighting
The light of day changes periodically from day to sunset then to night, repeated.
Personal Statement
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My inspiration for this map came from my favorite StarCraft: Brood War Desert tileset. I wanted to reconstruct that image back into SC2. I also was heavily inspired by IeZeal's and Meerel's cliff styles and Broodwar map remakes as well as the texturing from SeinGalton's Galapagos. This map has been renamed to Tar LE since Tar was already taken when I tried to publish the map. The biggest question that arises would of course be about the symmetry of the map. I did not want to create another symmetrical mirror map anymore, but instead to create what I truly liked from BW, asymmetrical maps. Although it may seem absolutely unbalanced, in my belief, asymmetrical maps bring more excitement and a plethora of new methods in combat. Instead of having the same advantages and disadvantages for each player in symmetrical maps, in asymmetrical maps, each player have their own unique advantages and disadvantages. Each base I have designed has its own up and downs. One base is more prone to blink-ins by Stalkers while others have more vulnerability to their natural and thirds. Some bases have split routes. In asymmetrical maps, the landscape is not the same in any other part of the map, making each and every ground a unique turf for combat. A zerg may perform very well in a certain unique location compared to another race, whilst another race may perform well in another. Perhaps both may perform well in the same exact location. There may be more to be said, but this is of course just my opinion and preference for asymmetrical maps. Other than gameplay, asymmetrical maps provide realism.