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Last update for (4)Neo Proving Grounds : 2007, 03, 16 19:10
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2030 (4)Neo Proving Grounds 128*128Arden(WoF)0.7final

The map has been rated 39 times and got a total of 29 points


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Comments:   GMCS (0 elements)

Ok... This is still in beta stages. The mineral blocks for top and bottom are valued at 250 each (this will most likely change based on your opinions). I'm not so sure what to do about the fact that there is no natural protecting your main using a traditional choke... but I figure that it is Proving grounds after all, and as it is merely being "pimped" and not "revamped" I will not implement something so drastic as to alter the classic concept. Suggestions welcome =)
Oh yeah... and the side expansions have two gases which are both valued at 2500. I felt I needed to change the expansions to a smoother lowground to highground tansition instead of the original "bridge to lowground". And also... I added a gas to the natural.... because you are already limited by the lack of a choke, so having no gas at your first expansion would be rather depressing...
lol idk what the original looks like but I like this.

I'm sure spells would do a lot to this map, idk if you want to though.

This is the original (For Nightmarjoo and those who did not know)
modified by Arden(WoF)
thanks, and LOL I much prefer your version. It's definitely a good pimping.
yea this was a good one to pimp. original is great for 2v2.
Big Pimpin' baby!
Sure, great job ;)
Lol, I might be crazy, but theres a korean flag pattern in the middle water ;)
I'd use neutral buildings instead of mineral patches. I don't think those minerals would ever get mined out in a horizontal game.
I considered that... I was just waiting for a user opinion =). And Trcc, there is a Ying Yang in the middle, you're not crazy ;).

Edit: Took out the mineral walls and replace them with a nuetral building (Protoss crystal thingie).
modified by Arden(WoF)
LOL I didn't see that until you mentioned it :D I did spot that curvy figure in there, and wondered what you intended with it, but didn't get it as a whole ;) Nice.

The only problem I see is the double choke in vertical games. Well, and terran might be pretty strong, becuase as terran you can play it just like a ground map with very tight routes, while the other races would have to play it airmappish because of lack of flanking room.

Uh, another thing: The doodads you used to as additional blockades where the neutral buildings are, are walkable at the upper part (just like trees). So they don't block properly, especially at 12.
modified by spinesheath
Well.... I'm not so sure what to do about that, because Blizzard pretty much screwed this map over when they made the original concept. I attempted to semi-protect the main from harassment by including that neutral building and changing the side expos to highground, but it will always be fragile in that sense. I always had fun playing this map, because it was so unpredictable (and me and my friends weren't the best of players).

Edit: I checked out those neutral buildings.. and it turns out, you can't even destroy those crystals in-game... I'll have to switch out another building to replace it - and fix the doodads.
modified by Arden(WoF)
yea this has always been a terran map, but you can also use the narrow paths to your advantage in the way that terran will have a hard time advancing army as well. mass expo is your best bet or just good micro and try to limit expansions for both players.
Hem, can destroy Khaladrin Cristal? Oo'
Nope.. you can't... Which is why I fixed that. Update*
Added Obs, and moved to final. I think my work here is done =).

Edit: Fixed a small symmetry error that was afflicting my OCD. Hopefully this will be the last update...
modified by Arden(WoF)
You think I should add Dwebs at the ramps for the side expansions? I think it might aid in the protection of that rather exposed expo, and it would provide a more solid "wall" to protect your open bases. ... maybe even at the bridges to
modified by Arden(WoF)
This is what i like to see when you pimp a map. You take the old map, get rid of balance issues and add in some of the new concepts in melee making, while still keeping the same basic feel and play of the map.

Very nice job Arden.
I decided to have a little fun with this map. I placed dwebs at the ramps leading to the "linking" highground expansions on the sides. I'm sure you can understand my reasoning for such an implementation =). I also bowed out the highground just a tiny bit to make more room for unit movement, because I feel that there will be a lot of action over there (i could be wrong). I was originally going to add dwebs at the bridges to, but I thought better of it. I think it's pretty much final. Any questions?

Edit: I almost forgot to mention: I took out the double gas at those expansions as well. I personally dislike having to mine from two separate geysers at the same expo, so I changed it to one in the center.
modified by Arden(WoF)
good idea, but you used the wrong dwebs (i tested it out myself, you can shoot beneath them)
you have to use sprites->unit sprites->neutral->protoss->dweb
if you want to test if the dweb can be placed there use units->neutral->protoss->dweb
unluckily, this means that you have to rearrange your ramps (by widening them) or to place them somewhere else
Edit x 1243: I'm fed up with trying to make this work >.< Forget the damn dwebs... heh

Back to normal*
modified by Arden(WoF)
I liked the map w/out spells. :/

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