And for those who saw the map Husky & I made, we're gonna post two versions - novice with connecting islands, regular w/out =)
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Name - Twilight Marsh
Tileset - Shakuras
Size - Medium (152x144)
Players - 3 (2v1 Practice)
Map Layout
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![[image loading]](http://imgur.com/xMWmW.jpg)
Terrain Example
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![[image loading]](http://imgur.com/Yk3Zk.jpg)
Terrain Example
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![[image loading]](http://imgur.com/hg5sz.jpg)
Terrain Example
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![[image loading]](http://imgur.com/fkIRi.jpg)
Terrain Example
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![[image loading]](http://imgur.com/FubtA.jpg)
Twilight Marsh is what I consider to be a "variant" map - a 2v1, meant for practice vs. two less skilled opponents (Or for them, vs one very skilled). I'm creating this as a fun map for folks such as TL members, who are often more skilled at SC than perhaps their average RL friends. This map allows you to engage in play with your friends while perhaps diminishing the "we're gonna die anyways" depression that those less-skilled players may face.
The two players who spawn at the top have terrain advantage by spawning in a kind of fortress. Three ramps lead into the lower fortress level with another two allowing access to the upper area, which contains the 2's team spawn locations. Both naturals for these players contain destructible rocks. There is however one clear expansion just south of their mains on the lower level.
By disallowing immediate access to their naturals I tried to kill three birds - even the odds a bit for the single player, encourage practice of communication skills in-game, and force the two players to practice planning ahead. Corny I know, but chances are if you've asked them to take a spot on the 2's team, they probably need the practice.
There are slight terrain advantages for the single player who spawns down below, but not so much that it's anything they can rely on to win the game. The main base is surrounded by walls with small entrances (though once I can play test this when beta's back up, the door size may change). Two expansions lay within a short distance on an elevated platform. While the expansion is partially surrounded by artificial cliffs, the actual minerals lay exposed - so that LoS is fairly easy to achieve from the low ground, and small quantities of defense can hold from the sides.
Finally, two high yields lay at the base of the temple. I'm a firm believer that these should be obnoxiously contested, and this map lends no exception to that. The actual path for gatherers is JUST out of siege range from the main ramp, however since the high yields lay at the base of the fortress, they are quite vulnerable to terrain variance-based attacks. There are three ramps leading into the lower fortress however, so gaining access to stop an attack shouldn't prove impossible.
Since this is my second map, I tried to experiment with a lot of new tools, some being more obvious than others. About halfway in, I discovered just how much potential the height tool has, and tried to incorporate that heavily into the map (as you can see). I haven't found any blizz maps that take advantage of this, so I went all-out with it and aimed for a "marshy" feel. It's actually REALLY neat to experience this in-game, having a barracks with it's legs submerged, marines walking knee-deep in water, etc. Really added a new feel to the game (at least for me).
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Map Name - Serenity Isle
Map Size - 144x128 Full, 124x118 Playable
Map Tileset - Bel'Shir
Overview
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![[image loading]](http://imgur.com/jXY4h.jpg)
Splashes with Terrans, and fish swimming over a submerged depot (far right)
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![[image loading]](http://imgur.com/X2Sra.jpg)
Map Middle
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![[image loading]](http://imgur.com/x7ubl.jpg)
Down River
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![[image loading]](http://imgur.com/rDE3O.jpg)
Expansion
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![[image loading]](http://imgur.com/O2MkI.jpg)
Middle of Map
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![[image loading]](http://imgur.com/W3Dhe.jpg)
Serenity Isle is my third map, and my first 1v1 project. I tried to create a fast-paced map, however to extend the rush distance a bit I placed rocks at two ramps, plus in the middle of the river. During playtests, the base-run time ended up being around 45 seconds for lings. Once the rocks are destroyed, the newly exposed ramps significantly cut down on the run-time between bases.
Two high yields are located in the middle-ish area, elevated onto the hill. Holding these will prove to be quite a challenge, and I may need to put in some LOS blockers, it depends on what my play testing reveals (kinda hard to judge by playing easy AI) There are also two Xel'Naga Watch Towers overlooking the river. The LOS granted allows the player to see all 4 ramps on that particular hill, plus see if their opponent has taken the high yield nearest to that tower.
Each base has a natural, and additional normal-yield minerals can be found in the top left and bottom right positions,each has two entrances, and the expansions are surrounded by a grove of trees.
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Map Name: Fury of Tarsonis
Type: 1v1
Size: 152x160 full, 132x132 playable
Overview
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![[image loading]](http://imgur.com/QiHtf.jpg)
Crater - There is enough land under where the statue was to create a CC, and the building raises the ground around it so the worker travel distance is normal (as opposed to being elongated due to the rise/fall in elevation)
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![[image loading]](http://imgur.com/ONFHb.jpg)
Outer Crater
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![[image loading]](http://imgur.com/vlshG.jpg)
Southeast Expansion
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![[image loading]](http://imgur.com/ZgR3E.jpg)
Fury of Tarsonis is an idea I've tossed around for a while - a map themed on a post-nuclear strike. The epicenter contains a statue-blocked high-yield that's accessible from a 360 degree range, however the ruins prohibit a complete surround. Naturals are somewhat easy to defend, with a 2nd expansion located near the rear entrances of each players main. Start locations are top right / bottom left. Extra effort went into this one to ensure Zerg could have their concave!