Welcome everyone, to my newest map. To be honest, I didn't even know if I would finish this, but push came to shove, and I realized it deserved to be completed. This map is more like Galactic Process than most of my other maps, it's less about an individual feature, and more about the overarching design.
A short story about what spurred me to create this map, I was trying to sleep one night, it was about 1:30 A.M., and the idea smacked me upside the head, much like I would smack a fly on my monitor. So I got up, spent the next hour or so cranking out the critical pieces of the design, and went back to sleep.
Now that your minds are blown, the key concept of the map is pretty simple. It uses the rocks, and the gold bases behind them, to make each matchup different and interesting in its own right. Vertical spawns have a Scrap Station-esque relationship, Starting off with a long rush distance but becoming very rush-friendly with the rocks down. With the other spawn positions, the gold base is more of a hidden base, and a more harass-based game will begin to unfold. The key is to envision how you want to move across the map as the game goes on, and plan your strategy from there. It's more involved in this regard than most SC2 maps.
Probably worth mentioning, the air space behind the mains is kept in check using Air Blockers, with large tower rocks to visually represent the block in pathable space.
On February 15 2016 07:13 OtherWorld wrote: Wth is that name At least name it "Mar Sara Wastelands" or something, it will trick Blizzard and they'll insta-ladder it
horizontal / cross spawns seem quite terran favored (get tanks/libs, profit hugely?) but map is still really inventive and cool and maybe some niche strategies could be used by the other races to counter the obvious T strength.
This map and that crazy enekh map (http://www.teamliquid.net/forum/sc2-maps/503672-2-yeoul-hunger-game) are actually anti-flowy which is an interesting change of pace from the norm lately, and can really warp strategies even more in LotV with all the positional units we have now (libs/lurkers/disruptors).
I never really liked how most maps have this homogenous pathing, where you can move wherever you want, whenever you want. It's boring, too many maps do that, and it just turns games into a matter of how far one's bases are from one another. It makes the possible games more interesting, and the map itself gains more personality, when you start seriously restricting certain movements. Each map should have its own identity, and that's an important way to do that, that I think's been overlooked.