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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4015 | (2)Montezuma | 96*128 | Forest Johnson | 0.5 | beta | ground | The map has been rated 62 times and got a total of 28 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
fj | | | CURRENT VERSION: 1.0c
This is a map for the TeamLiquid map contest going on right now.
My concept was to make a pretty and functional 1v1 map with ancient pyramids giving lots of high ground difference... A map that looks different from all the others but is still fun to play.
I ran into a lot of problems because I didn't fully understand how SC's high ground system works, or know how to make a map for that matter, but thanks to help and comments from everyone I've worked it out, all the ramps work as they should and units flow smoothly to victory or death. The center pyramids use sprites to blend high temple and high raised jungle together.. like a one-way tall grass object.
After doing that, I realized SC2 style tall grass could be faked in broodwar using sprites and high ground tiles - so that's what I did in front of the 3rd / fourth expoes to give those areas a more strategic environment when maneuvering the horizontal lane in front of the bases.
RC3: increased size of nats
1.0: Redecorated mains, balanced bottom main ledges and fixed vision on top main ledges.
1.0a: Added side expoes, doodads, made green grass in middle temples buildable, finalized mineral backdoor: 7 stacked 8-value minerals.
1.0c: balanced ramps, T can 1x rax 2x supply wall at both spots with marine spawning on the right side, mineral backdoor is now 40 stacked 0-value mins. modified by fj | spinesheath | | | You should just update your map (via edit map) instead of uploading it as a new map. | Pr0nogo | | | Gas placed north of a hub (CC/Nexus/Hatch+) is mined faster than one placed south. Same goes for Left vs. right (left is faster). | fj | | | The word I got about gas location before is that as long as the mains are both either left or up, the nats don't matter as much - it's a really small difference once you have 2 or more gasses.
I think it's more important that the back of the nats are equally harassable by vultures and the like - that's why I put that power generator there.
I know you don't want duplicate map entries, so I deleted the other one. | Pr0nogo | | | I was referring to the gas places on the mains. Those are imbalanced. | fj | | | The top main's gas is above the town and the bottom main's gas is to the left of the town - where is the imba?
| Pr0nogo | | | Sorry I thought the left was right. >.>'
Your terrain looks real nice, though. You seem to have a lot of wasted space in the corners (with the water). | JungleTerrain | | | Terrain is ugly | ProTosS4EveR | | | i don't know what to say... maybe "for the pic" map | neobowman | | | If you don't get it, it's pretty crappy. |
| Replays
--fjpractice vs ilovehc(1on1, 1.16) ---fj. vs LordRion(1on1, 1.16) ---fj. vs lenzo(1on1, 1.16) ---fj. vs 1M_KM(1on1, 1.16)
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