Dulcimer

Spoiler:
90º Overview


Map is published in:
[AM],[EU],[KR],[SEA]

This map has WCS Gameheart enabled!

Hi guys, long time no see, it’s been a long time since I published a map, I even received a couple PM’s asking me if I had retired or something, but no I just have been busy with other things, but still I was working on my maps (at least when i could)!

Dulcimer is a project I had left aside since at least late 2014, you can easily see some features that I re-purpose for Echo and other maps. At the start the general idea was to make a map that had two easy accesible but open naturals, but because to do that I would need to add small trigger work and other custom features (custom hp rocks) I sadly had to drop the idea (Dev team does not like any of that stuff sadly). But out of the ideas that came from that exploring came some other maps that hopefully you will see in the future!

Regarding the design itself of the map there are quite a bit of thought provoking areas, such as the central lowground xel’naga with over the years I have come to love (maybe a bit too much), the side xel’nagas which are quite a good asset to prevent drops, the blue central mineral lines, the mineral patch blocking the backdoor to the main and of course the rocks blocking the (pretty vital) sidepaths towards the natural and third bases.

I would like to keep writing, but I’m sure you folks would rather scroll down and check the pretty pics so I’ll finish here, yet before I leave I just want to say that a good amount of maps are nearing the final stages of work, so be sure to keep an eye out because quite a few very interesting maps are coming your way!

hfhf!

Information/Analyzer:

Spoiler:
Map Information

Map Size: 152×152
Rush Distance: 240
Nat to Nat Distance: 200
Xel’naga Towers: 3
Minerals on Backdoor Mineral Wall: 100

Analyzer: Unavailable at the moment.

Eye Candy:

Spoiler:


Small info about the map:
Spoiler:

§ 3 Xel’naga towers.
§ Central lowground and xel’naga watchtower is an area of very high contention, just be sure to not focus too much and lose control of the sidepaths!
§ Main base has a backdoor leading to your third base, this path is blocked by a 100 minerals patch.
§ Natural base has 2 sets of destructible rocks blocking a wide side entrance.
§ Third also has a side entrance leading to it, but it is blocked by only 1 set of rocks.
§ The mineral lines in the corner islands can be checked for enemy mining via the xel’naga towers.
§ Side towers can be crucial to spotting drops incoming, be sure to make presence in them if you want to play a static playstyle.

Changelog

Spoiler:

§ Version 1.0
Published

The map can be easily found in custom games under the KTV and the SMA tags!

I’m very interested on feedback regarding this map, specially in MU’s such as ZvP where Z goes proxy hatch to the Toss third base, in testing it proved to be quite strong, but too few games and low quality to really be sure, so if you have ideas regarding that or other strats be sure to air your concerns!

For more of my work and more details regarding some design elements of the map be sure to check; KTVMaps.wordpress.com

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Kantu-Admin

Kantuva also known as Uvantak is SMA main Manager and Administrator, he also is an accomplished SC2 Community Map Maker, having worked on SC2 Level Design since its release alongside several other Mods and RTS projects, he has built a wealth of knowledge about some of the smallest details on StarCraft, details which he uses to help other Map Makers become better Level Designers.