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Last update for (2)Seven Sins : 2007, 04, 28 16:57
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
1871 (2)Seven Sins 96*128flothefreak0.5final

The map has been rated 46 times and got a total of 25 points


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Comments:   GMCS (4 elements)

finally i made a map for the concept event. i tried to keep the pathing alive while still having one idea executed: a possible inbase-expansion whcih is safer, but lacks gas and some minblocks
i may have to reshape it though, because i dont know if workers go crazy when mining from inside.

but as there is less building space in mains and the main part is supposed to lay quite exposed outside, i hope it aint a big deal, playing will show.

also, i am not sure about the lower large bridgeway and the mineral blockades (all value 0) in the canyons.

i tried to add some non-flo-style elements in this map. tell me what you think, testing hasnt started.
First of all, i hate to see so much space unused on a map. But thats just me :) .

Second i think that this kind of a concept for an entrance in your case should be put in the map edge. I mean the high ground thing next to the map edge, because atm this high ground is pretty strong when tanks are up there (for defence) they are put really near to the center of the map. The main battle fiuld i guess.

And i really don't think that this small bases will work. Sure it has to be tested, but for me they are too small.

The bridge idea on the bottom, i don't even know for what it will be used. Which makes it for me - more unused space on the map...
ye the bridge came afterwards when i realized there is too much space down there to make it all used with sense. the highground thing HAS to be between bases to keep a decent pathing.
small bases also mean that terran CANT really turtle back there. they cant stay in their base because it is too tiny. that's a point i like to think of when judging this map
What's the idea with that bridge-thing? :D
it is an alternative path from which you can attack the expansion's gas with tanks, or use it as alternative route if an enemy blocks the lower corridor...

some deco will be added btw
modified by flothefreak
good idea, though you did sacrifice convienient building room as a whole. Possibly shift the whole map downwards a bit so you can add more building room?
There are some extended terrain issues:
- you cut off some stuff when adding custom ramps.
- the large bridge should already start wide. The way it gets wider right now is not so nice.

I'll add some GMCs, mirror them of course.
oops, i copied that ramps from the (0)badlands ramps

the temple will come, too ;D
if some one new posted this map, i would probably bash them, but to you

try again T_T
my only suggestion would be to make one of the minerals 8/16 so you can mine it out and make a small choke through there

btw main is good small, or zerg gets raped
hm that decrease of the mineral block is a very cool idea actually! that what i have in mind right now really fits into the map, thx
update: the natural now has _two_ blocks with 150 minerals (the two inner ones) and the third next to it was decreased to 400 as well. this should help pathing from midgame on.

the 12h island was boring and has already been executed so often in 2plyr mirror maps, so i took it out and used the space to enlarge mainbases

the outer ramps leading down from the plateau have become enlarged so attacking a possible wall-in there is easier. yet, terran should still be able to wall there. i will test that.

main and expansion minerals have been reshaped and re-done

added two islands to enhance the meaning of the bottom bridge. now it leads beneath those two expansions...

...which have two gases. the free one is empty/has value 0 while another, full one lies beneath two neutral buildings (800hp each)

i hope you like the changes. do you think terran is too strong on this map? I may have to weaken T or just add a creep colony at a wise point to help Z's early expansion (though it wont be as close to the expo as on NCF due to PvZ rush)
playability of the map should be better now...
tell me what you think
Oh the GriGness... What are those buildings on the gas good for? They delay you a little, and they annoy, but at that point of the game when those islands could be taken, I don't think this would make much sense...
changes i would make...

2 islands on bottom should be connected imo. just ditch the bridge

more rocky ground....EVERYWHERE lol just like rubi. everywhere there isnt a expo, rocky ground plz!!1111
no make rocky ground even where the expos are too!!
i will also think about the suggestion of connecting the islands
hm, do you think I should redo the whole map with deleting the islands, and instead moving the WHOLE map more to the south so i gain space for mains?
it would be a hell lot of work to make it one more time in exact this way, so i wanna hear if you think it is worth the effort
I dunno.. I like 50% of this map.. I like the top half, but the other half just sucks :'(
more space in mains, islands connected and featuring a neutral building/sprite DS combination now. even if the bottom part is unlikely to be used extendedly, it offers at least some options for tactical play.
modified by flothefreak
hm, interesting map, but i think the center expos on high ground is too rewarding for terran in tvp
What effect should that neutral building/DS combination have?
-edited bottom part of the map
-enlarged mainbases
-modified natural: minblocks have different values. plus: you can use a part of the natural from inside(!) your base, which is even provided with a gasnode. but this gas has a value of 100, so the safe choice in main is still far behind the standard outer expansion - which has additional 4 minblocks (3x1500 and 1x250 for dropzone) and a full gas. so you're free to choose. i may have to limit main/natural gas, though because of the map getting macrotastic, but we will see.

sorry, was away for some time before i could write this. the named combination only enables melee units to break through the wall. i dont have any special situation in mind for this, i only wanted to implement this feature. maybe you'd get some time to react if you have expanded down there and your enemy is attacking by land. we'll see.
modified by flothefreak
modified by flothefreak
had to fix mineral walls and edited them, too

complete makeover of the highgroundbridge, the ramps the natural. it is possible now to expand to the nat first, the former setup was just too unsafe for the short distance.

improved the pathing slightly

added dark swarms to the mainbases in a spot where it really affects the game because you can now defend much better from inside your base (cannons in pvz, sunkens(?) in zvt etc.
modified by flothefreak
decoration update; also connected the bottom parts and edited the entries of the bridges.
added many many replays. with my next map, i may add them one by one ;o i hope i trashed out all too shitty reps.

having played the map a lot, i changed some things: -gas placement in mains for better harvesting&gas issue.
-changed minerals, added a minblock, to improve wandering.
-made the natural safer (minblocks): in ZvT is was hard to expand. now it is cool, and as feature: when starting the expand, and having only a few drones, you stay safe. but when you have some more workers which then start wandering, they automatically mine this little helper away :>
i really love this little wall, it fits perfectly and balances.

from the games i have played, i can tell some things:

ZvZ were always very short, but with the safer natural, it should get more dynamic. with the old version, it was 1base vs 1base, ovis as scouts and who had mutas 5-10secs earlier won -.-
now you have options of taking your nat and FE, chokehatch and inside-expand etc...

most games were very short, because of small distances, there is many rush and micro fighting. that was the approach of the map, so i am glad it worked. early game is VERY aggressive. a few longer games i played showed that the bottom part gets used more and more, as you expand downwards. this also worked like expected and is good, longer games DO work here.

the swarm is placed perfectly. i am really proud of this setup because you can use the swarms so great. for scouting, for dropping, for attacking and defending. helps a lot, esp. vs terran.
the TvT are very cool in this issue and thus, TvT was really fun on the map. i was surprised how cool TvT can get ;D

the features of the map enabled several cool moves. from the minwall opened from outside to attack the main, to a nada-like rax-vult-hop, to drops into the dropzone at the natural (even stronger and more efficient than i thought! really cool), to hidings under the swarm for reinforcemnts, use of alternate routes etc.

the map plays very dynamic and literally different in every game, i love this.
enjoy the replays :)

--flothefreak vs TBPE(1on1, 1.14)
--flothefreak vs Br4in_St0rm(1on1, 1.14)
--flothefreak vs Br4in_St0rm(1on1, 1.14)
--flothefreak vs petitdiable(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs hjhjhjhj(1on1, 1.14)
--flothefreak vs 1a2a[name](1on1, 1.14)
--flothefreak vs if.a.l(1on1, 1.14)
--flothefreak vs glock1994(1on1, 1.14)
--flothefreak vs glock1994(1on1, 1.14)
--flothefreak vs sapo100(1on1, 1.14)
--flothefreak vs nasa80(1on1, 1.14)
--flothefreak vs Gez(1on1, 1.14)
--flothefreak vs c.toi(1on1, 1.14)
--flothefreak vs Sky)r(deadprezz(1on1, 1.14)
--flothefreak vs srMcDife(1on1, 1.14)
--flothefreak vs srMcDife(1on1, 1.14)
--flothefreak vs Kod)kussi((1on1, 1.14)
--flothefreak vs apokalypse(1on1, 1.14)
--flothefreak vs nwo-flopgun(1on1, 1.14)
--flothefreak vs smhg007(1on1, 1.14)
--flothefreak vs hwasin.(1on1, 1.14)
--flothefreak vs hwasin.(1on1, 1.14)
--flothefreak vs hwasin.(1on1, 1.14)
--flothefreak vs, 1.14)
--flothefreak vs o(x_x)o(1on1, 1.14)

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