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Last update for (4)DisruptiveFactor2.0 : 2007, 09, 16 16:17
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2189 (4)DisruptiveFactor2.0 128*128flothefreak1.2final

The map has been rated 87 times and got a total of 108 points


You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Comments:   GMCS (0 elements)

as the map has changed so much, and there were many comments on the old versions, i decided to make it blank again and reupload it.

having played the map versus radix, i realized the expansion layout does not work out, and zerg FE would be very insecure. so i had to use inverted ramps for mains in order to get a decent expo structure. the map looks very crowded with minerals now, but note that almost every expansion has modified ressources. the new minonly for example has only 800 mins each. the main is now splitted: at first, you get normal income, but as time goes forward, some lower avlue minblocks disappear, so your main mins slower the longer the game is running. i also added mins to the 3h/9h gasexpo, with edited values too.

i also made small changes for pathing and heavy changes for deco. i may yet have to reduce the backdoorminonly, for 8x1500 seems much to me. but i wanna encourage players to take it - because gameplay changes a lot then.
Without the expos in E/W the lowground ones look hard to defend. Overall I like the changes though.
In the SW the dweb doesn't cover the bottom of the ramp the way all the others do in the other positions, I suggest you redo the dweb work there to be more like SE's, it should be the same considering it's symmetrical.
i dont know which expands you refer to. please specify, and i will testplay then.
i will change the d-web in SW, you're right. i didnt look to that when moving those ramps
lol who rated it 2x zero?
mapdori mafia
stop voting this map zero you lifeless little bastard...
added a funny replay :)

btw, i opened a game "1on1 DisFac", and someone joined. he was like "hello maker of Dreamcatcher. i just wanted to DL the map. it seems to be nice, too. thanks, bye!"
lol wow
If it's not clearly proved imba I would make no more changes to this map. Looks quite perfect.
Nice to see someone working hard to improve his maps
(you have transformed this from plain average map to a really good one! )
i fixed some remaining small flaws: highground plateaus were too open (inserted self-constructed terrain doodads) and horizontal pos. were very short (i put neutral buildings which fit into the mapstructure, they dont obstruct pathing, but they buy a few seconds for the defender. they are easy destroyed, though so they dont tighten the path too much in mid- to endgame. i also changed the minerals in main, so it is 2x2000, 3x1500 and 2x750. this feature is one of the best in this map: the main gets lower and lower on mineralcount, so you need to expand step by step.

those should be the ral final touches. i cant think of what to change, it all seems to fit, as games flowed, made fun and didnt show further issues.
modified by flothefreak
I'd like to see for conformity with the dwebs.
sounded quite reasonable :D
it was so much work back then i didnt pay attention to this little detail. fixed this.
looks good :D Now I just need to watch all the reps^^ and on all your other maps too... :)
i realized wallins on bottom pos. are screwed with the standard inverted ramps. so i modified them so there's at least 1 possibility for wallin the bottom ramps (although it is NOT a solution)

Free Image Hosting at
nightmarjoo, could you upload your replays and explain why you think the map to be gay? -.-
i decided it was too messy putting the modified-values-concept into this experimental heavy-spell map.
having set changes back to standard values, i had to re-build the map in large parts (esp. expos) and promoted the spell-theme some more instead.

list of changes:
-front minonlies set back to normal, reshaped + are richer now
-rebuild the 3h/9h expo into a more common one. the minerals behind it are only deco, for their value is 100 so one cant mine them for a dropzone
-the highground parts were too huge for terran, so i closed them down a bit. furthermore i placed some more d-webs at the expo entrances and around the center of the highground
-center expos are gone, as they were not used anyway; in 1on1 there are enough expos, in 2on2 such a center expo probably hurts gameflow
-backdoorminonlies which was hardly taken and felt weird are now turned into a gasexpo on the highground. the d-web theme is enhanced here as well
-the 3h/9h d-web on the gas is very cool: usually, you'd have room for 3 cannons back there, now you can only build one. i wanted to keep this route open for dropships. 3 cannons there would prevent flying around there, so only 1 shooting is allowed :>
-changed some deco on the map, i may change main deco as well, dunno
-made space between natural mins and buidlings equal; same goes for space between webs and nat-neutrals.
-only main mins are 3x1500 and 4x1111 to push players at least somewhat more to take the natural whcih is crucial for the concept of the backdoor

overall the map is more standard now, with the edited values removed and the d-web of the core-melt theme enhanced and improved. i am sure it will play better and smoother, esp. for players not knowing the map too well.

comments on the new version are welcome!

p.s.: the picture shows some minor flaws in nat-neutral and d-web placement. in the map, everything is fine and pos. balanced; however i didnt not make a new pic for those little tweaks, placing every d-web for a new picture is too much work :)
modified by flothefreak
isn't this obs version wrong?
looks like only player 1, 2 and 4 are ok, but player 3 get's the other's vision?
i was trying to copy your obs triggers but i don't understand it :(
player 3 was set to the observer force, corrected it.
can you at least tell me if you like this version better than the old one? i also think about deleting the webs on the highground (i will keep those near the 3h/9h expos)
i think if u delet all spells its gonna be a very great map.
very great.
and look at gmcs :)
i will delete a few webs i guess
the buildings stay, they need to be there to increase distance on horizontal pos.
its less then 1 second -_-
and remove all dwebs PLZ :)
nah it has a larger effect than you'd think- and 1 second can mean a lot in ZvT fastexpo :>

i will keep the webs behind the neutrals and the 5 around the 3h/9h expos for sure. for the rest, we'll see. most will go, though
playability update. i corrected things that were disturbing:

-useless side-mins which created confusin in map preview are gone
-main minerals back to standard 8x1500
-natural repositioned to allow easier access to the buildings
-minonlies are richer now and closer to the mains
-horizontal positions were tight and close, they just felt awkward. they seem to be more comfortable now, i will test this as well.
-map is opened, as it was tight in some paths.
Definitely better.
Some things which bother me: the mains, and their formation positions. How to muta them? :(
I have to ask, regardless of dweb use in some of my "just to have dwebs to be having dwebs" maps, why all the dwebs? "most will go, though" probably a good decision :)
Perhaps remove the space squares in the middle? I think they hurtfully tighten it.
For the min onlys, they look like they could really use a bit more room.
-the webs behind the neutrals are concpetwise.
- the 3h/9h will stay as well, they rock ingame.
-2 center webs are mainly deco and only partly effective for game, but i think they are okay.
-the single 12h/6h webs are supposed to play a role having taken this expo - sadly, against public/random players on the bnet, most games dont go this far or the people dont know the map enough to use these expos.
-the webs remaining on the highground are questionable. they were interesting for vertical position battle sometimes, but more by chance and not really used wisely so i dont know about them. they definetly seem to add something to the map. if some good or bad aspect i dont know, from the pic they dont fit immo, so i need some more testgames if to keep them.

~space squares need testing. i think it is okay and not too tight. we will see
~minonlies dont have much room to be enlarged ;<
but they should not be protectable with many static defence anyway...i will see how they feel.
~i will probably move the min formations more up/downwards so they're closer to the cliff (near minonly) and also closer to the natural.
check out the second replay versus d32. as the first mainly shows how expoing works in this map, the 2nd one is a perfect example of how dynamic the terrain is. battles back and forth, everyone struggling to claim the better position - fun to watch, i'd say ;)
Great reps but sadly most of the time the dwebed areas behind the nat did not figure at all in the strategies & tactics of the game.
yeah that is sad, but it mostly comes from the enemys i play dont know the map at most games are quite straightforward. however, as the rest of the map is comfortable now, i'll use those backdoors some more probably
modified by flothefreak

--flothefreak vs nwo-flopgun(1on1, 1.15)
--flothefreak vs nw(1on1, 1.15)
--flothefreak vs nwo-flopgun(1on1, 1.15)
--flothefreak vs monstergurkan(1on1, 1.14)
--flothefreak vs menot.noob(1on1, 1.14)
--flothefreak vs losttampon(1on1, 1.14)
--flothefreak vs losttampon(1on1, 1.14)
--flothefreak vs Sky)r(deadprezz(1on1, 1.14)
--flothefreak vs Sky)r(deadprezz(1on1, 1.14)
--flothefreak vs Sky)r(deadprezz(1on1, 1.14)
--flothefreak vs Sky)r(deadprezz(1on1, 1.14)
--flothefreak vs nwo-flopgun(1on1, 1.14)
--flothefreak vs nwo-flopgun(1on1, 1.14)
--flothefreak vs nwo-flopgun(1on1, 1.14)
--flothefreak vs xa.moelli(1on1, 1.14)
--flothefreak vs xn.s-gandalf(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs adore(1on1, 1.14)
--flothefreak vs adore(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs Desade(1on1, 1.14)
--flothefreak vs listal(1on1, 1.14)
--flothefreak vs tas5adar(1on1, 1.14)
--flothefreak vs neptun-eye(1on1, 1.14)
--flothefreak vs inox.arg(1on1, 1.15)
--flothefreak vs atomicarchon(1on1, 1.15)
--flothefreak vs i_dragoon_u(1on1, 1.15)
--flothefreak vs jy)lg(u(1on1, 1.15)
--flothefreak vs 00.schneider(1on1, 1.15)
--flothefreak vs d32(1on1, 1.15)
--flothefreak vs d32(1on1, 1.15)

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