--- El Nido Archipelago ---
MAP IS PUBLISHED IN:
NA, EU, KR
Map Size (Playable) 160 x 160
UP DATE!
Ok.. so who wants to play 3 spawn location SEMI-ISLANDS!
OVERVIEW:
90:
ANALYZER:
MAP FEATURES:
+ Show Spoiler +
Ok so this is what makes the map tick!
For each base there is a total of 3 neutral blocks/walls (9 total on map), players will have to nock those out if they want to access each other by ground.
Paths leading to possible 4th expansions have a 3 layer Creep Tower block, with a total of 3 creep towers on each layer, with the Mother ship on top.
While paths leading to the middle of the map have a 3 layer Creep Tower block, with a total of 4 creep towers on each layer, also with the Mother ship on top.
So how do these blocks work?
First off, Mother ship cloaks all neutral buildings/units beneath her, in this case the creep towers.
So the player has 2 options, 1) they can kill the Mother ship (350 HP & 350 Shields) and then work on the individual Creep Towers (200hp each) in order to clear a path, or 2 just skip killing the Mother Ship and go directly for the Creep Towers as long as you have detection.
Note: - Creep Towers have a little patch or creep tight around the tower, this first off allows them not to die on their own because of lack of creep, but also the small patch of creep will be revealed to a player that has a unit next to it (even with no detection - as long as Mothership is still up), this will help players keep count of what creep towers have been destroyed, and which ones are still up.
Reaper Path:
The only way a reaper can get main 2 main with ought clearing the neutral blocks is through the reaper path. Its located at the middle of the 3 neutral blocks on each between the nat and far away 3rd.
Tanks:
Siege tanks can hit all 3 semi island bases at the corners of the map from the high round gold bases.
Wrap In:
You can also pylon wrap 3 DT´s (or zeatloads, for example) for all 3 semi island bases at the corners of the map from the high round gold bases.
Fast Eco:
You can take fast 3 hatcheries as zerg, specially on ZvP (all though the distance from nat 2 third is considerable its around 22/24 seconds.
Nydus:
You have plenty of space to do some nydus all in play.
Turret:
You can bring an scv with your army and build a turret next to the neutral block to skip killing the mother ship or avoid getting ravens or use a scan and hit your opponent faster.
Ok so this is what makes the map tick!
For each base there is a total of 3 neutral blocks/walls (9 total on map), players will have to nock those out if they want to access each other by ground.
Paths leading to possible 4th expansions have a 3 layer Creep Tower block, with a total of 3 creep towers on each layer, with the Mother ship on top.
While paths leading to the middle of the map have a 3 layer Creep Tower block, with a total of 4 creep towers on each layer, also with the Mother ship on top.
So how do these blocks work?
First off, Mother ship cloaks all neutral buildings/units beneath her, in this case the creep towers.
So the player has 2 options, 1) they can kill the Mother ship (350 HP & 350 Shields) and then work on the individual Creep Towers (200hp each) in order to clear a path, or 2 just skip killing the Mother Ship and go directly for the Creep Towers as long as you have detection.
Note: - Creep Towers have a little patch or creep tight around the tower, this first off allows them not to die on their own because of lack of creep, but also the small patch of creep will be revealed to a player that has a unit next to it (even with no detection - as long as Mothership is still up), this will help players keep count of what creep towers have been destroyed, and which ones are still up.
Reaper Path:
The only way a reaper can get main 2 main with ought clearing the neutral blocks is through the reaper path. Its located at the middle of the 3 neutral blocks on each between the nat and far away 3rd.
Tanks:
Siege tanks can hit all 3 semi island bases at the corners of the map from the high round gold bases.
Wrap In:
You can also pylon wrap 3 DT´s (or zeatloads, for example) for all 3 semi island bases at the corners of the map from the high round gold bases.
Fast Eco:
You can take fast 3 hatcheries as zerg, specially on ZvP (all though the distance from nat 2 third is considerable its around 22/24 seconds.
Nydus:
You have plenty of space to do some nydus all in play.
Turret:
You can bring an scv with your army and build a turret next to the neutral block to skip killing the mother ship or avoid getting ravens or use a scan and hit your opponent faster.
EYE CANDY & BASES:
ABOUT THE MAP:
+ Show Spoiler +
Map is named under an island located in the Philippines, it's a weird name and a weird map, so there you go :D
The map concept is based on a combination of 2 old BroodWar maps:
1) Plasma:
2) Triathlon:
So map very much like Plasma but with and equal and more symmetrical layout for all players and some side/middle island expos from Triathlon. It also incorporates on every neutral building block, the concept of Triathlon to add an Arbiter (In the case of this sc2 map, the unit is switched with a Mother Ship, but it serves the same purpose) on top of eggs in order to cloak them.
Map is named under an island located in the Philippines, it's a weird name and a weird map, so there you go :D
The map concept is based on a combination of 2 old BroodWar maps:
1) Plasma:
2) Triathlon:
So map very much like Plasma but with and equal and more symmetrical layout for all players and some side/middle island expos from Triathlon. It also incorporates on every neutral building block, the concept of Triathlon to add an Arbiter (In the case of this sc2 map, the unit is switched with a Mother Ship, but it serves the same purpose) on top of eggs in order to cloak them.
OLD OVERVIEW:
So I really like maps that present challenges to players, where they are not only forced to deal with their build and what their opponent is doing, but also adapt to the map conditions.
In brood war it was so lovely to see the pros deal with, macro, map difficulties and each other's harass and still make it all look so easy. It gave some truly entertaining starcraft.
Examples of this are games in Monty Hall, Troy, Hitchhiker...
+ Show Spoiler +
http://wiki.teamliquid.net/starcraft/Monty_Hall
http://www.teamliquid.net/tlpd/korean/maps/168_Troy
http://www.teamliquid.net/tlpd/korean/maps/122_Hitchhiker
http://www.teamliquid.net/tlpd/korean/maps/168_Troy
http://www.teamliquid.net/tlpd/korean/maps/122_Hitchhiker
I am also a fan of island maps, and I know there are very few of them out there, so I want to make a decent semi-island map.
So what do you think of map yay or nay? What do you like? What needs work? What ideas do you have?
I would also like to talk balance, what builds do you go for in each mach up? What is the meta in a lay out such as this? IMO unit mobility in something like this is going to be key.
Scouting:
Scouting will be crucial on these type of maps, because cheese could also be a thing, so you want to be careful, not to mention you cant worker scout.
+ Show Spoiler +
Zerg:
1) Ovies can scout early 2) There are plenty of ovie spots around the main and nat to get a good peek for what opponents are doing. 3)Ovie speed is a good upgrade to get early on, it will get you good info, and will serve you later on when you probably get drop tech.
Terran:
1) You can scan 2) Lift a rax and scout - why not? (You need to see what P is doing) 3) Reaper scout
Protoss:
1) Mother ship 2) Hallucination 3) Fenix/Oracle 4) Observer
Plz and thank you for posting your thoughts/criticism and opinions!