(2)Bridge of Khazad-dûm
Forgot to post this one I made for the Nibbits contest.
Post #3 UnholyUrine Aug 22 2010, 1:02 am
It's partially Ulaan Caves, and partially Aiur.
It's not easy to tell, but the 'little entrances' at the top are only large enough for 1 small unit at a time to walk through. I made them because the front door is a double cliff-ramp, and very easy to kill any scouts before they pop in.
It was originally going to be rotationally symmetric, but I decided against it because I felt that there aren't enough flip-symmetric ones out there, and the first map I made for the contest is rotationally symmetric. Because of the way I make maps, 1/4 at a time, the distances between bases are identical as if it was flipped anyways.
IIRC, the rush distance is a little bit longer than steppes of war.
I love the concept and how this looks, but I just can't fathom how much this map favours Terran and Protoss players over zerg ones. Seriously, this map is so full of chokes it's hardly funny. Ravine is already a map on the verge of being banned by every Zerg player alive, and even it favours Terrans much less than this one. I mean, it's not just the chokepoints. It's also the multiple great tank locations (Like the whole bridge, among others.), and the very secluded natural that will be really really difficult to take down midgame, when the Terran player is most likely to expand to it. And the potential placement of terran Sensor Towers, which will probably see the opposition advance all the way through down, cutting away any possibility of catching them off-guard.
It's definitely something I'd like to play TvT, PvT, or PvP in, though.
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