My newest map is Golden Towers. Please let me know what you think of my work.
Thank you
Golden Towers released: 27 July 2010
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Golden Towers is a mostly wide open 1v1 melee map. It features a naturl with a second narrow access path, a very close 3rd that can be accessed through destructible rocks, and a central gold expo that is isolated but on high ground in a position providing great map control.
I think this is my best work as far as visual appeal goes. What are your thoughts?
Very Good, I like it a lot (1)
I don't like it at all. (1)
Excellent Map, one of the best I have seen (0)
Please, don't make anymore maps. You suck. (0)
4 total votes
Your vote: What do you think of Golden Towers?
(Vote): Excellent Map, one of the best I have seen
(Vote): Very Good, I like it a lot
(Vote): Decent map, but needs more work.
(Vote): I don't like it at all.
(Vote): Please, don't make anymore maps. You suck.
Chaos Ridge released: 05 July 2010
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Chaos Ridge is a mostly standard map, with low ground mains, and a high ground ridge splitting the map. It features multiple paths of travel to allow for flanking attacks. There are also 2 options for a natural, 1 blocked by rocks but easily defensible, and the other not blocked, but with a wide open choke.
The ridge is high ground, and a great place to hold for map control, as it has paths leading to all expansions, and 2 Xel'Naga watchtowers. The Xel'Naga watchtowers are blocked from the center of the map by LOS blockers, giving a flanking army a chance to surprise a force guarding the center.
The Gold expo is on low ground, blocked by destructible rocks. There are two wide ramps into the gold expansion. The 2 ramps along with being on low ground make it the most difficult expansion to hold.
The corner expansions are relatively out of the way and are an ideal spot to place a hidden expo. There is only 1 ramp into the corner expos as well, making them easy to hold once they are established.
This is the initial posting of the map, so I look forward to everyone's thoughts. I'm sure there will be ways I can improve it, so if you see any issues let me know, and I'll update it accordingly.
Fairly good map, but could use some more work. (9)
Excellent Map, one of the best I have seen (8)
I don't like it at all. (6)
Not a great map, but could be ok with some adjustments. (3)
46 total votes
Your vote: Do you like this map?
(Vote): Excellent Map, one of the best I have seen
(Vote): Very Good, I like it a lot
(Vote): Fairly good map, but could use some more work.
(Vote): Not a great map, but could be ok with some adjustments.
(Vote): I don't like it at all.
Rockumentary released: 01 July 2010
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Download Link
http://www.sc2mapster.com/maps/rockumentary/
This is my first map, and my first time learning to use the SCII editor. Rockumentary is a small map, with a long rush distance, and a dynamic nature due to destructible rocks that once destroyed drastically alter the flow of the map.
The main is located close to the opponents main distance wise, but a set of 2 destructible rocks blocks the front doors of the bases. The intention of this is to make the main very easily defensible during the early game, but it becomes more vulnerable at the match progresses.
The natural is located next to the main, and is very close and also easily defended due to being located on high ground. The only entrances to the nat are through the main, or by breaking a set of destructible rocks on the front of the nat. This makes it very safe for early expansion, but becomes more vulnerable mid game.
There are high yield mineral patches near the center of the map, but they are very risky to mine. The gold expos are on low ground, and directly next to the main flow of unit traffic on the map. There is also not much of a choke blocking entrance, and plenty of open cliff space around the gold expo.
The 3rd and 4th bases are located in the NE and SW corners of the map. They offer a safe place to rebuild if your main is overrun, but are located relatively far from the main, so mining from 3+ bases can open up vulnerabilities. They are a relatively defensible position if you are put in a place you need to rebuild, or plan to build a 3rd base.
2 Xel'Naga Watchtowers cover the main paths along the edge of the maps. Controlling these is very important for early detection of a flanking ground force, or protecting expansions. Their range of vision can detect units moving into the center area, but does not cover the center of the map itself. They also barely peek into the Gold expo, and the geyser closest to the tower is visible with control of the tower.
The map is completely symmetrical, and is intended for competitive play.
Development of this map is nearly complete. All major work has been finished, and is just awaiting more play testing to uncover any unintended imbalances or exploits. Thanks for the help from everyone in the TL community who has given me advice and ideas for the map. You guys helped make this thing pretty awesome!
*Note latest adjustment significantly shortened the early game rush distance from 196 to 168. 170 is about the distance for the longer official Blizzard map, putting it right in line with the maps already being played.*
I will continue to update the map, and refine it as I get feedback.
Fun map, but could not be used competitively. (7)
Excellent Map, balanced enough for competitive play. (5)
Please, don't make anymore maps. You suck. (5)
I don't like it at all. (1)
37 total votes
Your vote: What do you think of this map?
(Vote): Excellent Map, balanced enough for competitive play.
(Vote): I like it, and could be played competitively with some adjustments.
(Vote): Fun map, but could not be used competitively.
(Vote): I don't like it at all.
(Vote): Please, don't make anymore maps. You suck.
No (8)
Doesn't matter either way (2)
21 total votes
Your vote: Should the Gold Expos be blocked by Destructible Rocks?
-version history-
+ Show Spoiler +
v0.01
-Initial posting
v0.02
-Edited pathing
-Enlarged Main and natural
v0.03
-Started major reconstruction.
-Created central path between the mains
- Repositioned gold expos
v0.04
- Further enlarged Main and Nat
- Increased chasm size protecting Main mineral patch
- Repositioned Xel'Naga Watchtowers
- Started recreating pathing
- Added foliage, and some LOS blockers into the map.
v0.05
-Created pathing
-Refined textures
-Turned NE, and SW corners into unwalkable chasms.
-Added water into the chasms (may adjust color in the future)
-Added some more decoration around the map.
v0.06
- Adjusted positions of mains
- Adjusted position of ramp out of mains
- Adjusted position of ramp between main and nat
- Adjusted positioning of minerals/gas in main.
- Turned a bit more of the land behind main into unwalkable chasm
- Added Destructible debris on top of Gold Expo
- Changed the textures of the main and nat platforms
- Fixed a couple minor pathing issues
- Other minor texture adjustments
v0.07
- Added LOS blockers inside main to hide drops/proxies
- Changed some of the textures for the corner expos
- Added noise to the terrain to make it look less flat
v0.08
-Changed the wall border on North and South side of map to water.
-Placed unpathable islands in the water.
-Changed the color of the water on the map
v0.09
-Major retexturing of the map, to try to improve the overall look