MorroW Profile Joined August 2008 Sweden 3522 Posts Last Edited: 2012-05-10 22:09:00 #1 Map preview: (720x640)



(1440x1280)



Players: 2

Size: 144x128



Money

Main: 8 minerals, 2 gas

Natural: 8 minerals, 2 gas

3rd: 8 minerals, 2 gas

4th: 5 minerals, 1 rich gas

5th: 8 minerals, 2 gas

6th: 8 minerals, 2 gas



Concept

2 player map that emphasizes on space controlling with bridges as well as open areas. Expansions follows one after the other but each one is original and defended and attacked differently. Natural expansion has 2 exits (inspired by



The area outside the natural is unbuildable. Which means creep spreading or hard pushing is impossible in that area. Bridges are also unbuildable but the larger bridges has small buildable dots on them so creep spreading is still possible.



The rocks: Opens up the natural ramp choke. Takes only 2 buildings to wall off but after the rocks are destroyed 3 are required.



Natural backdoor: Allows for a shorter passage to the center as well as your opponent. Only small units can pass through.

List of units that can/cant pass.

+ Show Spoiler + Yes

zergling

drone

baneling

hydralisk

changeling

scv

marine

reaper

ghost

marauder

viking (ground)

probe

sentry

zealot

high templar

dark templar



No

hellion

tank

thor

roach

infestor

queen

ultralisk

stalker

immortal

archon



Snap Previews

Natural

Natural Backdoor

Main to 3rd

4th Base

5th and 6th Base

Center



Placement Grid (Wallins, Bridges, Unbuildable Areas)



Line of sight blocker (los): LOS surrounding the center watch tower.

Watch Tower: 1 placed in the center.

Destructible debris/rocks: 1500hp 3armor rocks placed in both naturals.



----------------------------------------------------------------------------------------------



Update 1.1

-Added unbuildable walkable 1x1 hex next to main base ramps to prevent 2 bunker blocks.

-Added unbuildable walkable 1x1 hex by inside part off the backdoor preventing blocking with large buildings (walling with a small building is still possible)

-Moved the the main base ramps slightly closer to the natural minerals.

-Changed some mineral positions in the natural. (720x640) High quality image (1440x1280)144x1288 minerals, 2 gas8 minerals, 2 gas8 minerals, 2 gas5 minerals, 1 rich gas8 minerals, 2 gas8 minerals, 2 gas2 player map that emphasizes on space controlling with bridges as well as open areas. Expansions follows one after the other but each one is original and defended and attacked differently. Natural expansion has 2 exits (inspired by Blue Storm ).The area outside the natural is unbuildable. Which means creep spreading or hard pushing is impossible in that area. Bridges are also unbuildable but the larger bridges has small buildable dots on them so creep spreading is still possible.The rocks:Natural backdoor:List of units that can/cant pass.LOS surrounding the center watch tower.1 placed in the center.1500hp 3armor rocks placed in both naturals.-----------------------------------------------------------------------------------------------Added unbuildable walkable 1x1 hex next to main base ramps to prevent 2 bunker blocks.-Added unbuildable walkable 1x1 hex by inside part off the backdoor preventing blocking with large buildings (walling with a small building is still possible) [Image] -Moved the the main base ramps slightly closer to the natural minerals.-Changed some mineral positions in the natural. Progamer pls no copy pasterino

Timetwister22 Profile Joined March 2011 United States 538 Posts Last Edited: 2012-05-10 19:29:57 #2 There is some really cool stuff on this map that quite frankly I have no idea how it would play out. I am concerned about the natural for protoss, as they would need two pylons to wall off both entrances to protect themselves vs a 10-12 pool. However, it looks as if a single zealot might be able to block the small entrance, which I find to be kinda cool. Aside that though, I will need to try it out to see how the other features play out. Former ESV Mapmaker | @Timetwister22

MorroW Profile Joined August 2008 Sweden 3522 Posts #3 On May 11 2012 04:29 Timetwister22 wrote:

There is some really cool stuff on this map that quite frankly I have no idea how it would play out. I am concerned about the natural for protoss, as they would need two pylons to wall off both entrances to protect themselves vs a 10-12 pool. However, it looks as if a single zealot might be able to block the small entrance, which I find to be kinda cool. Aside that though, I will need to try it out to see how the other features play out.

yes that was for sure a concern and is also a reason i compensated with the rocks



if it turns out too difficult protoss can still always wall with their nexus anyway so i dont see it as a big issue.



if you happen to have opened by walling on the ramp and notices its 10pool or something you can still wall off with 2 buildings and make a second pylon in the backdoor entrance and wall that off and only 1 zergling can attack that pylon which is enough time to put down a second cannon or get a zealot out yes that was for sure a concern and is also a reason i compensated with the rocksif it turns out too difficult protoss can still always wall with their nexus anyway so i dont see it as a big issue.if you happen to have opened by walling on the ramp and notices its 10pool or something you can still wall off with 2 buildings and make a second pylon in the backdoor entrance and wall that off and only 1 zergling can attack that pylon which is enough time to put down a second cannon or get a zealot out Progamer pls no copy pasterino

MorroW Profile Joined August 2008 Sweden 3522 Posts #4 )



Update 1.1

-Added unbuildable walkable 1x1 hex next to main base ramps to prevent 2 bunker blocks.

-Added unbuildable walkable 1x1 hex by inside part off the backdoor preventing blocking with large buildings (walling with a small building is still possible)

-Moved the the main base ramps slightly closer to the natural minerals.

-Changed some mineral positions in the natural. 2rax would been broken without this change-Added unbuildable walkable 1x1 hex next to main base ramps to prevent 2 bunker blocks.-Added unbuildable walkable 1x1 hex by inside part off the backdoor preventing blocking with large buildings (walling with a small building is still possible) [Image] -Moved the the main base ramps slightly closer to the natural minerals.-Changed some mineral positions in the natural. Progamer pls no copy pasterino

Fluffet Profile Joined August 2010 Sweden 47 Posts #5 I must say it looks very good. It's not 100% symmetrical though! I can't unsee that there are differences with the green decal stuff, but this is only my subjective opinion.



Strategy-wise I see some really interesting things happening with the small choke. Just make sure it doesn't turn into a cheese map just because of that, it's way too pretty!



I am also a bit worried of Zergs spinecrawlerspamming, because that kind of location control is really powerful. Even though you said the map focuses on that, it makes lategame hard for protosses or terrans. I think spine pushing throughout the center can be a real problem, but let's see how it pans out first.



It's so great that you pros make maps. Thumbs up, I hope for some really awesome games :D More fluff to the people

mangoloid Profile Joined September 2010 100 Posts #6 I like this map a lot. Questions: Can stalkers blink across the ramp into natural? (I assume they can.) Also: What role does the high ground behind the natural play? Is it to make air harrass easier? Or is it to prevent tanks &c. seiging from the 6th without vision? (Can seige tanks hit the natural gas from the 6th?) Finally: In testing this map, has it played out at all like Blue Storm? How have people used the bridge to the natural? Which match-ups does it play the biggest role in? (My instinct tells me ZvZ.)



Overall, good work. This may be the most viable map I've seen you make.

MorroW Profile Joined August 2008 Sweden 3522 Posts #7 On May 11 2012 07:39 mangoloid wrote:

I like this map a lot. Questions: Can stalkers blink across the ramp into natural? (I assume they can.) Also: What role does the high ground behind the natural play? Is it to make air harrass easier? Or is it to prevent tanks &c. seiging from the 6th without vision? (Can seige tanks hit the natural gas from the 6th?) Finally: In testing this map, has it played out at all like Blue Storm? How have people used the bridge to the natural? Which match-ups does it play the biggest role in? (My instinct tells me ZvZ.)



Overall, good work. This may be the most viable map I've seen you make.

thank you very much



i havent actually played the map (or anyone i think)

when i make maps i just look at them and check them out in single player to kind of get a feel for everything. to actually play the map and see how it plays out and do changes because of it takes over 1000 games. so the way you go about it is just to throw it out there and let people see and talk about it and play it if they want to. and later on if the map is to go into a tournament its usually played quite a bit in beforehand



how the bridge will play out i have some rough ideas but not sure of yet exactly. i dont think its a huge part of this map that everything revolves around it or anything i like to think it more as a cool addition thats also very convenient compensation for what would originally been very long nat to nat distances



the cliffs behind the natural is just pretty standard stuff, its mostly for overlord spots but also to help harassing a bit like you said. almost all maps have some sort of overlord spot close to the natural to help zerg scouting thank you very muchi havent actually played the map (or anyone i think)when i make maps i just look at them and check them out in single player to kind of get a feel for everything. to actually play the map and see how it plays out and do changes because of it takes over 1000 games. so the way you go about it is just to throw it out there and let people see and talk about it and play it if they want to. and later on if the map is to go into a tournament its usually played quite a bit in beforehandhow the bridge will play out i have some rough ideas but not sure of yet exactly. i dont think its a huge part of this map that everything revolves around it or anything i like to think it more as a cool addition thats also very convenient compensation for what would originally been very long nat to nat distancesthe cliffs behind the natural is just pretty standard stuff, its mostly for overlord spots but also to help harassing a bit like you said. almost all maps have some sort of overlord spot close to the natural to help zerg scouting Progamer pls no copy pasterino

Fearlezz Profile Joined April 2010 Croatia 176 Posts #8 Hard to go into specifics since the map is somewhat hard to read. I can see what kind of look you are going for, but as it is now it's really all over the place, your texturing could use a lot of work. Also, the Protos decals are doing more harm than good imho.



Always nice to see creativity in your maps, but the lack of experience with "texturing for gameplay" is obvious. Maybe ask somebody for some help in that department?



Any chance of getting analyzer pics up btw?

JoeAWESOME Profile Joined February 2011 Sweden 1076 Posts #9 Hmm, by just looking at it. Is it not a problem if a terran gets a siege tank in position at the small choke? It feels so easy to do... haven't played a real game on it just checked it out. Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd

MorroW Profile Joined August 2008 Sweden 3522 Posts #10 On May 11 2012 07:53 JoeAWESOME wrote:

Hmm, by just looking at it. Is it not a problem if a terran gets a siege tank in position at the small choke? It feels so easy to do... haven't played a real game on it just checked it out.

i dont think so.

sure he can get a siege tank there but then what? all he can destroy is a geyser i dont think so.sure he can get a siege tank there but then what? all he can destroy is a geyser Progamer pls no copy pasterino

monitor Profile Blog Joined June 2010 United States 2388 Posts Last Edited: 2012-05-10 23:09:39 #11



I think the biggest "issue" with the small pathways in maps is that in TvP, complete Terran armies (marine, marauder, ghost, medivac) can fit through the chokes but Protoss has to go around. It might be an interesting twist, but I don't really like it. I wish marauders were a tiny bit bigger



[edit]

Back when we tried a similar feature on an early iCCup map, we tried put invincible DTs so that marines could fit but marauders couldn't. It didn't work haha. I like the design. I'm a bit concerned that the small path is too much shorter than the long path, but it might not be a problem.I think the biggest "issue" with the small pathways in maps is that in TvP, complete Terran armies (marine, marauder, ghost, medivac) can fit through the chokes but Protoss has to go around. It might be an interesting twist, but I don't really like it. I wish marauders were a tiny bit bigger[edit]Back when we tried a similar feature on an early iCCup map, we tried put invincible DTs so that marines could fit but marauders couldn't. It didn't work haha.

Natespank Profile Joined November 2011 Canada 448 Posts #12 Keep making maps man, love em so far. Just make sure they all get published in NA!

FlaShFTW Profile Blog Joined February 2010 United States 8465 Posts #13 amazing map. so beautifully done.



questioning the timing of a 6 pool by using that small backdoor. Writer #1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget

VoirDire Profile Joined February 2009 Sweden 1847 Posts #14 I think it may be to narrow. If you control the watch tower you'll be very hard to break.

Azaryah Profile Joined September 2010 United States 55 Posts #15 Morrow how are you so good at map making? 'Be water, my friend"

Cyro Profile Blog Joined June 2011 United Kingdom 19838 Posts Last Edited: 2012-05-12 02:38:48 #16 I feel disadvantaged with FFE, you would have to wall against nexus because of the backdoor, leaving you much more vunerable to roach busts etc, or even something like the fast lair creep drop from overlords for spine crawlers, etc. It feels like game balance has evolved around a standard safe wall off, not against nexus, every map on ladder aside from metalopolis allows for such, but im not sure how to pull it off with this weird backdoor.



Perhaps you could place second pylon and cannon there, but vs 11pool on Shakuras for example you can barely get cannon and forge/gate/gate wall up in time to fend off lings, feels like they would walk straight through your backdoor and kill your cannon here, or something. Im not sure of the timings, not really sure of any timings, but it seems like a massive vunerability in FFE in general.



You may only need forge/gate/cannon to secure the main ramp, and a pylon or cannon to block off the backdoor, but id much rather FFE on other maps, dont even want to go into all of the shit that can happen with early pools, all ins and abusive drone control etc to block buildings "oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88

Kennigit Profile Blog Joined October 2006 Canada 19376 Posts #17 On May 12 2012 10:07 Azaryah wrote:

Morrow how are you so good at map making?

Playing a game at a professional level tends to make you better at things like casting, map design and analysis. Playing a game at a professional level tends to make you better at things like casting, map design and analysis.

Biopower Profile Joined September 2011 United States 79 Posts Last Edited: 2012-05-12 02:39:19 #18 High quality image (1440x1280)



The image linked is 1073x954 The image linked is 1073x954

SolHeiM Profile Blog Joined April 2010 Sweden 1262 Posts #19 On May 12 2012 11:11 Kennigit wrote:

Show nested quote +

On May 12 2012 10:07 Azaryah wrote:

Morrow how are you so good at map making?

Playing a game at a professional level tends to make you better at things like casting, map design and analysis. Playing a game at a professional level tends to make you better at things like casting, map design and analysis.



I don't agree that it makes you a better map designer by just being a top level gamer, because some people just can't for the life of them make something up from scratch. I would say being a pro or a top level gamer makes you a better map design critic, but not necessarily a good designer, as you would know what types of maps are good or bad. I don't agree that it makes you a better map designer by just being a top level gamer, because some people just can't for the life of them make something up from scratch. I would say being a pro or a top level gamer makes you a better map design, but not necessarily a good designer, as you would know what types of maps are good or bad.

di3alot Profile Joined December 2011 172 Posts #20 weird map.



as far as i can tell you need 2 pylons behind the minerals to block and only one drone/zergling can attack them.

a cannon on the high ground and the hatch goes down.maybe im to one dimensional but this looks very exploitable for me.

and you definitively can not defend a drop with zerglings but i guess thats not that big of deal.



its not a mainstream map i get it. but what exactly is the purpose of the bridge?

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