Foxtrot Labs SE
Hi guys, writing a description while half-sleep is not a useful skill to have! So here we go again, Foxtrot is the culmination of several years of mapmaking, where i have been making standard maps and moving from there pushing the boundaries ever so slowly. The map the map is riddled with several sweet spots where players can take advantage of the map, but this works both ways as always, allowing smart players to counter with his own little annoyance.
The complex layout of the map rewards the player that can recognize the terrain and take advantage of it, and the many spots where players can hide harassing units allows for heavy use of multi-pronged attacks.
Tournament games played on the map
[center][b]Small info about the map:[/b][/center]
◙ 3-in-1 map with vertical spawns disabled.
◙ The center of the map allows for a wide variety of attack routes and diverse positional challenges.
◙ Central gold bases are extremely exposed but they give a good income for those players that adapt to the map and are able to defend them.
◙ No Xel’naga watch towers.
♦ Version 1.3
Changed lighting of the map given the feedback.
♦ Version 1.2
Minor aesthetic changes, added pipes to the overlord pods around the map.
Minor changes to the top right and bottom left natural bases to avoid a very very ugly cannon rush.
♦ Version 1.1
Expanded the unpathable area around the natural bases at NE and SW bases so siege tanks can’t shell more than 1 mineral field and 1 Vespene geyser.
Added destructible plates behind the mineral lines at NE and SW natural bases to avoid cannon rushes.
Minor aesthetic updates.
Minor pathing bug fixes.
♦ Version 1.0
Map Submitted to the TLMC#4.
[s]This version can still be found and played under the name [b]KTV Foxtrot Labs[/b][/s]
Not anymore, KTV Foxtrot Labs v1.0 was removed to avoid confusion, there is enough as it is with Blizz using a outdated version.
As always the newest and latest version can be found in the custom games section![/spoiler]