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First try at making a melee map, pulled this out of my behind in about 4 hours (most of which was spent on tile-by-tile editing for terrain).
I focused on the concept of symmetry when making the map, which not only for the most part eliminates problems with gameplay balance but also makes it easier for me to draw the map with the isometric terrain tool .
MAP FEATURES:
-Short main-natural distance
-Split minerals at natural
-Short (but fairly narrow) choke between natural and center
-Full 8-mineral expansions at 3, 6, 9, and 12 o'clock positions (also with split minerals)
-Island mineral-only expansions at corners
-Cliffs between bases and side expansions to prevent tanks from hitting the gas in bottom mains
-Small temple platforms around the perimeter of the center allowing isolated tanks, templars, and other units to be dropped
-Four adjacent 750x3 mineral and 1500 gas expansions at center
-Two large platforms overlooking the expansions
-Two 2x4 creep patches a distance away from the center at 12/6 o'clock positions
-Fully buildable ground across the map
Known Issues (Please do tell me how I should fix these!):
-Rush distance between the 2 top/2 bottom bases is really, really short. A 5pool could potentially be a 33% guaranteed win for ZvP (albeit a 67% guaranteed loss). Any suggestions as to what I can do to make rushing less viable?
-Side ramps on 6/12 expansions allow zerglings and zealots to pass, but not vultures. I do not know if this affects gameplay significantly.
I attached observer/normal versions of the map. Feedback from Bnet and iCCup players seem to be positive thus far, but I have too little data to call this "balanced".
(Doesn't matter, but it's original SC compatible. But everyone has Brood War anyways.)
Post has been edited 1 time(s), last time on Feb 9 2010, 2:09 am by doomedrusher.
None.