Unlike some of my previous work the aesthetics on Tramontane tend to be more mild in color usage, lately I have been playing around with more garb and brown or darker colors but still with the high saturated colors I’m known for.
Tramontane for LotV can be seen as quite the standard map, even as a 2in1 map, which the general public doesn’t consider it to be “standard”, for Tramontane there are some features which have never been seen on WCS ladder maps, which I consider a pity, and those features are the easily wallable 7 and 1 bases and the IHMO very cool destructible center rock wall, which as the game progresses becomes more and more damaged from the players creating new entry points for their armies so they don’t have to go all the way around the lowgrounds of the map to attack.
Rushes and very early attacks on Tramontane can become quite deadly even with the medium to long rush distances*, and this is mostly because of the split attack/scout pathways, most time I tend to shy away from them, because of the volatility they can generate when a player’s scouting Probe or Overlord goes the wrong way and missed those 01:45 Zerglings coming up to get you, but here because of things like the central Xel’naga and the confined early game pathing plus both Natural bases being relatively simple to walloff on, doing things like this can create some really nail biting moments for general public when spectating.
Something I have been wanting to do is to use highly defensible bases by ground for a good while now, and 2in1 maps by design tend to offer that, usually the secondary Main base will work as a very defensible by ground base because of the x1 sized Main ramp, but Tramontane also showcases the 1 and 7 O-Clock bases, which can be easily walled by just a couple buildings which can shotdown all ground harass parties from entering the base, but because the walling place is on lowground, it means that the harassment party can still shot down the buildings without the defensive player being able to defend itself, and this creates the scenario where a player can send an harassment party to the corner bases as a distraction to do a bigger attack somewhere else, yet once the harassment is over, the first struck base should have just minor damage, which allows the defensive player to recover more easily.
SMA – KTV Tramontane can be easily found in all servers in the Custom Games section.
Map Size: 152×150
Rush Distance Top Left vs Bottom Right: 240
Nat to Nat Distance Top Left vs Bottom Right: 193
Rush Distance Top Right vs Bottom Left: 215
Nat to Nat Distance Top Right vs Bottom Left: 167
Xel’naga Towers: 1 Central Tower
1 and 7 O-Clock bases:Choke Points can be Walled off with 2 3×3 Buildings.
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Changelog of the map
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