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Last update for (4)Testament : 2016, 10, 24 18:33
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
3558 (4)Testament 128*128Grief_Stricken2.9finalground

The map has been rated 70 times and got a total of 201 points


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Comments:   GMCS (0 elements)

since i worked on first contact i have in mind a specific concept with bridges. sadly jbg, on that map it was impossible to implement it,as you can easily see on that map. this map it's not per se the complicated map. however, i guess it will allow interesting games because of the way the bridges gear the middle with the rest of the map. in so far balance is concerned i guess there are no troubles - well i didn't observ any, in the test games.
I feel bad for terran.
modified by SiaBBo
r u?

but u shouldn't!
i was making a map exactly like thisone, but the nats where at north/south and the left hand expos at east/west

so i would be able to use normal ramps for every main (i don't like to use inverted ramps)

zerg 3rd gass is really far from oponent's terran so it's really easy to deffend, no1 will write a shit about zerg 3rd has in this map ;) nice work!

what about rotating the map 90 degrees? so you won't need to use inverted ramps. this map is so simple! i love it.

(by rotating the map, the mineral fields will be in the sides and the gass at north, it'll be a lot liks Rush hour with the islands at 12/6)
why every time you lock your maps :( it's very stupid to download a map and can't open it .. =|
Impossible third gas to terran, impossible minonly to terran. Impossible middle to terran = impossible map to terran.
Islands without min block= Auto Terran third gas. min-onlies are rather easy to defend imo. Wall-off+tanks. Don't think it's that bad for Terran.

Lastcurse: A smart man downloads a map to play it.
lol SiaBBo, terran just has to camp between the minonly bridge and the nat bridge, it's tight enought fot fight vs protoss.

terran can use the no-min-blocked island ;)
it's tight TvP in horizontal positions, that's why middle is so opened.
Impossible map for Terrans,this map?Not in the slightest.Are we talking about the same game?

The map is complicated in a simple way,but even in it's details,and the bridges give it the spice.And it is easy to comprehend - this is a good quality for a map!

well, just sayin' the map is t imba is just crude,whitout pointing out why u believe so.

and lcurse, do what neobowman suggest;btw, i try to make pictures that allow anyone more than a glimpse in any of my maps.

neobowman, i didn't saw in testgames t's abusing to expand on the island(s), in the early game. that's why i let the islands so.

i don't see a significant benefit if i would rotate the map,but a lot of work upon me testbug, if i do it.
come on grief! it's only 15 minutes at SCMDraft.
what tkes time is to think about balancing and drowing the map in a paper.

thinking about a concept, etc.
once you finished the hard part, it's only 15 miuntes at SCMDraft.
I think the map would benefit from rotational symmetry. I don't care for the wasted space, where you used space terrain. And I disagree of course with some sizes/proportions.
Obviously the map isn't bad, but it's really basic, imo it just has absolutely nothign conceptually setting it apart from any other map aside from obvious symantec differences.

I'd like to see you making more complex maps grief =/ These super basic 5 minute x/y rotational symmetry maps imo don't really use your attention for detail and execution, which seems decent, unless it's just the x/y symmetry fooling me.
Johnny B.Goode
So you finally upload it.Nice,nice!! I will check some reps later.

Lol Testbug you have 15 minutes to fix Spinel
i give him 15 days!!! and i fear he still won't be rdy with it ^^
xaxh same maps ? xD
This post is not displayed due to its content
yes manhattan, the maps are a little simillar, but it has nothing to do with grief's map.

Johnny B.Goode why do i have 15 minutes to update spinel? i left mapping long time ago :S

i already said i have no idea how to fix it, and i asked for your help, but you didn't want to.
I think this map is extremely similar to prelude. The only differences I see are these:

-Mains on highground.
-One less expo, and expo placement changed to be more standard.
-Less tight.
how do you lock your maps grief ?
it doesn't matter manhattan, if you make a brand new map with a very basic concept, for example, main, nat and left hand nat (like luna) you'll probably find a similar map in the map database or at a korean mapping site.
try it ;) make a new map and i'll find a similar map here :P
You guys let you fool because of the same tileset.If one of these maps would be on a different tileset I swear you won't even think to compare these 2 maps.These are totally different concepts imo,ergo they play in different ways.The only similarity I see is the position of the islands, but even in this point the maps are not the same:

*this map low ground, the other high ground
*different resources position
*different shape
*different deco
Btw,both are great maps.I saw this map before,thanks for pointing out Prelude.If you allow me an comparison I will say Testament>Prelude
<3 love this, i have been thinkin about that layout myself tried to do the concept in a map but this is so clean!
this is my attempt at that layout of the main+nats... originally with islands on the sides as well so pretty similar..

--I)K-Timing vs Qed_Bisu(1on1, 1.16)
--ixL.KiLiK vs Qed_Bisu(1on1, 1.16)
--ArtZerg vs Gun-yo-han(1on1, 1.16)
--SH-Thanatos vs Freck(1on1, 1.16)
--Chong vs executive(1on1, 1.16)
--BliZZZcon vs heBop(1on1, 1.16)
--I[adK]Fragger vs i_shaLL_kiLL_U(1on1, 1.16)
--Qed_Bisu vs WWB(1on1, 1.16)
--QEd)RE vs Raadius(1on1, 1.16)
--SH-Thanatos vs DigitalMyStOrY(1on1, 1.16)
--aG.Whom vs aG.flos(1on1, 1.16)
--aG.Whom vs aG.flos(1on1, 1.16)
--Says- vs Korea(1on1, 1.16)
--By.Hero vs E]z-UnrealNoob(1on1, 1.16)
--sV)UnrealNoob vs RinkuHero(1on1, 1.16)
--thelastprobe vs Die_mond(1on1, 1.16)
--Dane.G8 vs river(1on1, 1.16)
--Randoll vs TacoBell(1on1, 1.16)
--Randoll vs PrimeTime(1on1, 1.16)
--aG.ecLipSe vs RipPle(1on1, 1.16)
--aG.ecLipSe vs RipPle(1on1, 1.16)

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