algue Profile Joined July 2011 France 1394 Posts Last Edited: 2014-10-02 16:30:56 #1 Rockslide

Published on : NA , EU , KR , SEA

made by me



Size 132x132



Rush distance Main to Main 61.6 secondes



Rush distance Natural to Natural 44.5 secondes



0 XNT



12 normal bases



Analyzer

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Description

This is the map I originaly intended to submit to the Mapximum map contest but since I'm not so sure about its balance due to the agressive playstyle it encourages and the open natural I didn't submit it.



Due to the confirguration of the natural and the third, I don't expect long macro games on this map. However as for



What do you think ?



This is the map I originaly intended to submit to the Mapximum map contest but since I'm not so sure about its balance due to the agressive playstyle it encourages and the open natural I didn't submit it.Due to the confirguration of the natural and the third, I don't expect long macro games on this map. However as for Expedition Lost , I tried to make it so that both an aggressive and macro play style can work. rly ?

moskonia Profile Joined January 2011 Israel 1448 Posts #2 Really cool, I love double entrance naturals. I would be a bit worried about blink, but the way the bases are located it seems like drops should be pretty good here, so it might be fine for Terran to get to the midgame a bit behind.



Map is really unstandard, and thus I doubt you will get a lot of positive reviews, but I would want to see some games on it, as I am sure they would be pretty different than the norm.

lefix Profile Joined February 2011 Germany 1081 Posts #3 You thread looks a bit messed up.



Bit I really like it! Each map of you seems to improve significantly :D Map of the Month | The Planetary Workshop | SC2Melee.net

algue Profile Joined July 2011 France 1394 Posts Last Edited: 2014-10-02 16:49:44 #4



I tried to reduce the blink potential with some doodads but the map is only 132*132, I can't cover the map with doodad just to prevent blink plays. I also tryed to make the blink spot obvious so that there's no doubt about the location where the Stalkers will attack. I'm more or less relying on the players to use the unstandardness of the map to counter the blink play with some map specific builds. Destroying the rocks are obviously not stopping any blink play but it buys time and it's an easy way to secure a pathway.



Thanks for your feedbacks and I hope they'll stay positive Ok, the OP is fixed now...I tried to reduce the blink potential with some doodads but the map is only 132*132, I can't cover the map with doodad just to prevent blink plays. I also tryed to make the blink spot obvious so that there's no doubt about the location where the Stalkers will attack. I'm more or less relying on the players to use the unstandardness of the map to counter the blink play with some map specific builds. Destroying the rocks are obviously not stopping any blink play but it buys time and it's an easy way to secure a pathway.Thanks for your feedbacks and I hope they'll stay positive rly ?

iamcaustic Profile Blog Joined May 2011 Canada 1448 Posts #5 I can already feel the pain of Zerg players. Definitely a step up in terms of your maps though, and this map has some really cool concepts going for it. Twitter: @iamcaustic

OtherWorld Profile Blog Joined October 2013 France 17332 Posts #6 It feels really really choked up tbh. Apart from that the concept is very innovative and interesting. I wish Blizzard would put maps like this in the offseason map pool instead of old broken maps Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com

Hexe Profile Joined August 2014 United States 332 Posts #7 I think Zerg would do just fine to be honest, I love the option to close doors for the natural/third. I think maybe if the middle was almost entirely open, it would give Zerg pouncing grounds to eat up forcefields and delay a Terran push.

[PkF] Wire Profile Joined March 2013 France 22019 Posts #8 I like a lot of the ideas (the high ground third feels really original !) and the general flow of the map is great, but how are you supposed to kill the rocks to hold your natural when expanding in PvZ ? I think one of the collapsible rocks should be replaced by destructible rocks so that you can expand safely as P in PvZ.

sTYleZerG-eX Profile Joined January 2010 France 427 Posts #9 I like how the nat and 3rd arr very original, I just get the feeling Blink is going to be way to strong, to much of a blinkable area. 10% luck, 20% skill, 15% concentrated power of will, 5% pleasure, 50% pain, And 100% reason to remember the name!

GeneralSezme Profile Joined July 2014 United States 58 Posts #10 Wow, this is a beautiful map... Melee map maker

algue Profile Joined July 2011 France 1394 Posts Last Edited: 2014-10-03 07:02:51 #11 On October 03 2014 05:55 [PkF] Wire wrote:

I like a lot of the ideas (the high ground third feels really original !) and the general flow of the map is great, but how are you supposed to kill the rocks to hold your natural when expanding in PvZ ? I think one of the collapsible rocks should be replaced by destructible rocks so that you can expand safely as P in PvZ.



Initialy destructible rocks were closing the most obvious entrance to the natural. However since it created a huge rush distance and made it impossible to scout properly, I decided to place a collapsable rock instead.



As most of you said, blink is a legit concern on this map and I'm relying on the open natural and the base layout to encourage the players to use new and more aggressive builds which would negate the effectiveness of a blink play especially on 2 bases.



I'll try to see how the map look like if I reduce the amount of doodads in the middle. I can't really remove them entirely because the rush distance would become really short.



Edit : quick fix before going to work :

+ Show Spoiler +



I placed destructible rocks in the middle, their size is 6*6 but they only have 100 hp (I didn't modify any value, they have 100hp by default for some reason). I also reduced the amount of the rock doodads in the middle to make more room for movement. Tell me what you think of those changes. Initialy destructible rocks were closing the most obvious entrance to the natural. However since it created a huge rush distance and made it impossible to scout properly, I decided to place a collapsable rock instead.As most of you said, blink is a legit concern on this map and I'm relying on the open natural and the base layout to encourage the players to use new and more aggressive builds which would negate the effectiveness of a blink play especially on 2 bases.I'll try to see how the map look like if I reduce the amount of doodads in the middle. I can't really remove them entirely because the rush distance would become really short.Edit : quick fix before going to work :I placed destructible rocks in the middle, their size is 6*6 but they only have 100 hp (I didn't modify any value, they have 100hp by default for some reason). I also reduced the amount of the rock doodads in the middle to make more room for movement. Tell me what you think of those changes. rly ?

ATTx Profile Joined February 2012 Korea (South) 169 Posts #12



really wow i like this mapreally sneui0418@gmail.com/blog:attx.egloos.com

Fatam Profile Joined June 2012 1986 Posts #13 voted for this for motm, cool map Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime