So, after checking [url=http://www.teamliquid.net/forum/sc2-maps/450561-2-aem-sol-dios]Sol Dios[/url] by Sunshine and wondering how i could make an entire map work around the feedback i gave Sunshine (The collapsible towers erasing minerals/gas) without falling into gimmicks i came up with this layout.
This map was done and textured in a period of two and a half days, but beware that does not mean that is a bad map! I accelerated the process just to be part of the current MotM contest. Making a map in a ~2 day period is something pretty big/incredible to me because i usually take weeks to do so! I really enjoyed making this map mostly because this kind of symmetry allows me to play around with some ideas i have been messing around with a lot lately, positional play and such, i also haven’t worked with volcanic tilesets in a good while so it’s nice to mess around with them ^^. Now I hope you guys enjoy the map as much as i enjoyed making it, hfhf!
[center][b]Small info about the map:[/b][/center]
◙ Mostly standard layout.
◙ North West expansions locked by rocks.
◙ Central High grounds are vital to control the pace of the game.
◙ Forward third base has a nonstandard amount of resources, 4Blue+3Gold mineral patches with 1 Rich vespene geyser (exposed) and 1 normal vespene geyser.
◙ Safe third base can be harassed from the high ground where the forth is located.
◙ Semi-island South East expansion.
◙ No Xel’naga watch towers.
♦ Version 1.1
Removed rocks that lead to the North-West top base.
Removed Lava beach splash to try and fix FPS issues.
Fixed central doodads so players can see them move through the fog of war.
Added GameHeart Support.
♦ Version 1.0