◆ RQM - post-TLMC Pack ◆
I made bunch of maps after TLMC announcement.
Enjoy them~. I would appreciate any comments or feedback.
◇ Uldolmok ◇
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Size - 148 * 132 (168 * 160)
Number of players - 2
Tileset - Mixed (Slayn, Jarban Minor, ShakurasTemple, Void, etc.)
Spawn Positions - 10, 4
Base Count - 14
Uploaded on - NA, EU, KR
◇ Overview
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◇ Backstory
- Uldolmok means 'a place where current roars'. It came from a strait of same name located in Korea, which is famous for its fast currents when tide rises. Admiral Yi used it to repel enemies. It is also known as Myeongnyang.
- Aesthetics is inspired by moonlit beach.
- Layout came from my failed map Dimensional Horror. Yes, it was too large to be a standard map.
◇ Description
- A 2 player point symmetry map. Tried to make a relatively small map, which I can't do very well.
- Most players will take third on high ground. It has a rock to help defenses and fives nice flow to units.
- Lower third is located aggressively but can be more defensive after rock tower is down.
- Attacker can take either roundabout highlands or straightforward ramps to perform assault.
- Rocks on 1 and 7 o' clock help taking bases behind them in horizontal order.
- Middle is relatively open without too distracting obstacles. Did this to compensate for long hills and narrow ramps.
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◇ Details
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◇ To Slay the Beast ◇
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Size - 164 * 124 (184 * 168)
Number of players - 2
Tileset - Defenders City (Korhal CityEx2, Shadowcorps, etc.)
Spawn Positions - 4, 8
Base Count - 14
Uploaded on - NA, EU, KR
◇ Overview
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◇ Backstory
- This is my first vertical axis-symmetry map.
- The map's running title was 'Pacific Rim'. Obvious title for it but I saw Windwaker changing its title before... Current title came from both BW Zerg campaign and the film's catchphrase.
- Gave destroyed city's scenery to the map.
- Middle's layout was inspired by 'Year Zero' by AVEX. These include giant rocks' position, Dreamcatcher rocks and double ramps on middle.
◇ Description
- A 2 player line symmetry map. It is quite standard but some elements lead to macro games.
- There is a safe third above natural. Players can take base hugging main as fourth. It is initially defensive but vulnerable to attacks after rocks are gone.
- Bases on 2 and 10 o' clock can be obtained consecutively. Low ground base is like a bonus.
- Middle is split by ramps and Dreamcatcher rocks. Breaking rocks on highlands gives wide battleground. Shortest path involves narrow ramps but players can take other ways to perform different attacks.
- There are big robot and a big monster on 6 o'clock.
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◇ Details
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◇ Luna Aurea ◇
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Size - 144 * 136 (152 * 184)
Number of players - 2
Tileset - MeinhoffEx3 (AiurCity, UlnarPortal, etc.)
Spawn Positions - 2, 8
Base Count - 14
Uploaded on - NA, EU, KR
◇ Overview
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◇ Backstory
- The golden moon!
- Meinhoff got golden hills and lots of miners.
- Tried BW-style ridge map this time.
◇ Description
- A 2 player point symmetry map. Standard but has short direct path in narrow width.
- Base next to main has quite nice flow to defend. As lower one is too exposed this can be acquired as third in more games.
- Narrow ridges on middle involves shortest path. Wider ridges are crossing with them so players can switch from one to the other on crossroads. Attacks involving narrow ridges can be disturbed by ambush from LoS blockers or hills.
- Shortest path is narrow while other paths are relatively wider. There are lots of paths on the map.
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◇ Details
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◇ Mungyeong Saejae ◇
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Size - 156 * 140 (176 * 184)
Number of players - 2
Tileset - ElsecaroCity (AiurTemple, Redstorm, etc.)
Spawn Positions - 10, 4
Base Count - 16
Uploaded on - NA, EU, KR
◇ Overview
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◇ Backstory
- My third maple map, this time without external files.
- Mungyeong Saejae is the name of pass located in Korea. Mungyeong is name of a town and Saejae is term meaning 'a hill that even a bird cannot pass easily'. It is pronounced like 'Moon-giyoung Say-jay'.
- Layout emphasizes highest hills on middle.
◇ Description
- A 2 player point symmetry map. Macro map with lots of ramps and hills.
- Thirds' layout again follows current mainstream. Rock tower blocks byroad when it is down.
- Dual highest grounds on middle have significant roles. From there armies can reach enemy's base directly. Their ramps are widened to reduce ranged units' supremacy.
- Still, units can take roundabout highland to perform attacks/defenses. It would take more time but paths are wide enough to try counterattacks.
- XNTs give players sight around outer three bases. As they cannot spot middle players should occupy highest lands themselves.
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◇ Details
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