IeZaeL Profile Joined July 2012 Italy 967 Posts Last Edited: 2017-07-14 20:46:42 #1 Neo Tropicana

148x148

Published on NA/EU/KR







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So this map has gone through countless iteration phases. The original layout was inspired by some unknown BW maps such as (4)Prelude of Light and (4)Fortitude, which more or less created





Map Features

Multiple Rock Clusters blocking a Xel'Naga Tower. Destroy the middle one to gain access to the tower, destroy the others to open up the path.



Well, bridges. Lots of 'em. I like Bridges. So should you.



Multiple Third Bases choices





Tileset

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CharDirtEx2

NewFolsomSand

Elsecaro7

Endion7

Elsecaro3

Elsecaro6

Hanamura Grass Medium



Elsecaro Organic/Manmade Cliffs



Aesthetic Shots

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So this map has gone through countless iteration phases. The original layout was inspired by some unknown BW maps such as (4)Prelude of Light and (4)Fortitude, which more or less created this and this and then finally this, which is the map I later originally released the map on Reddit . I got some good feedback on it but I was not really satisfied, so after a few months of IRL stuff happening preventing me from working on other maps, I finally continued and updated the map. Well, here you go. Countless of iterations regarding the Naturals ramps and the middle later, I'm excited to present to you probably my best map yet. And the best part is, I'm not done yet. More stuff on the horizon, hopefully. Author of Coda and Eastwatch.

-NegativeZero- Profile Joined August 2011 United States 2101 Posts Last Edited: 2017-07-14 19:19:36 #2 switching the rocks at the nats to their current locations basically made all possible 3rd bases non-viable. you should switch them back and then disable vertical spawns (shakuras plateau style). i maek map

IeZaeL Profile Joined July 2012 Italy 967 Posts #3 Is there a better way than the previous one though? As I said on Discord previously, I'm having some issues with trying out all the different possibilities. I want to keep the 2 ramps natural, but I'm not sure how. Feels like every choice has its pros and cons and there is not one that sticks out as best. Author of Coda and Eastwatch.

fluidrone Profile Blog Joined January 2015 France 1478 Posts #4 <3 "not enough rights"

Fatam Profile Joined June 2012 1986 Posts Last Edited: 2017-07-15 02:48:34 #5



Buttt if you want to make it work I had the idea of something like this, maybe even if you dislike it will give you an idea:



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it's probably imba for TvZ in those spawns, but hey pretty much any setup will be



I also drew in red where the town hall would be on the other third because I noticed there's not really enough space for the defending army to get through there, might be something to take a look at idk if there's really a way to not have rocks there but make vertical spawns work with the current setup. I'd say negative is right and the best thing to do is probably just disable the vertical spawns and revert the rocks.Buttt if you want to make it work I had the idea of something like this, maybe even if you dislike it will give you an idea:it's probably imba for TvZ in those spawns, but hey pretty much any setup will beI also drew in red where the town hall would be on the other third because I noticed there's not really enough space for the defending army to get through there, might be something to take a look at 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