The rush distance on this map is comparable to Shakuras Plateau or the longest distance on Metalopolis. We tried to go for a slightly more exposed natural expansion, followed up by a greater choice of which third expansion to take. The high-yield expansion offers better resource acquisition, but is also the most difficult to defend, while the corner expansion is similar to expansions found on Metalopolis or Shattered Temple. The base closest to your main is open, but remains easy to defend because of short travel time from the natural expansion. We wanted to go for a more open center with very powerful Watch Tower placements.
We’ve seen that rotationally symmetric four-player tournament maps can provide an advantage depending on where you start compared to your opponent and which races are involved in the match-up. This is feedback that we received from the community as well.
Our goal with this map was to address that issue. Whether you start horizontally, vertically, or diagonally, the game should be almost completely symmetric for both players. Also, no matter where you start, we were focused on minimizing features which tend to favor a specific race such as certain races experiencing challenges expanding beyond two bases, air-to-air distances which are too short between starting locations, the center path being the only viable attack route, or too many choke points.
Great as that frees up another 2 of my vetoes with XNC being the only one left now.
Not sure how good those maps actually look but really have to play them to get some idea.
Interesting add on
"TL Open
On the subject of new maps, TeamLiquid.net recently hosted a map contest to offer map makers a chance to show off their skills. This past weekend, the top contenders in the TL Open battled it out on the top maps that emerged from that contest. The TL Open tournament has now concluded, but you can still see these new maps in action by checking out the replays and VoDs. We’re carefully reviewing the maps that were featured in the tournament, and those which meet our standards have a chance to be included in future ladder seasons."
It's not the distance... it's the ramp size + position + exposed natural + small chokes. I see a lot of forcefield abuse on the tiny ramp preventing me from defending my expansion against +2 gateway timing pushes, and I see hellions followed by tank marine having an absolute party in those chokes.
wtf map 1 looks zerg abusive with two wide chokes to the natural and a wide open third. map 2 looks imba for protoss/terran with a 3rd easily taken with only 2 ramps to defend, bad for zerg also cause you have to break rocks for the secure third otherwise your third is open in the middle.
Not abusive at all.
(picture lovingly donated by Rage)
But terran players would never stoop to such a low tactic so it should be sweet.
Plus that's quite an investment early in the game and it's not like they could get most of their money back on it once the have actually used it so i can't see it taking off.
on the first map how far is the gold from the opponent's third (below main)? i kinda feel itll be upclose and personal between both sides like XNC ZvT(when both people take the gold).
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