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Last update for (2)Wilderness : 2010, 09, 08 23:49
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4178 (2)Wilderness 96*64K_A0.8betaground

The map has been rated 55 times and got a total of 42 points
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Comments:   GMCS (0 elements)


3FFA
I posted the newest replays on this map just now. 1 of K_A losing and 1 of K_A winning(how did that happen jk,jk).

Anyways, so far the 3 of us that have made the map(K_A) and tested it and given a lot of suggestions (Sailboat125, K_A, and I) are pretty happy with how it turned out.

Before someone asks why (as I know someone will) The reason there are so many stacked minerals blocking the straight path between bases is to stop rushes that used to make it so all the fighting happened in the main and no one really got an expansion, nor did they need to expand to win.

K_A PvZ next time we are both on so I can test the effectiveness of the Forge-FE on this map which is the only thing I think we forgot to test.

modified by 3FFA
LasTCursE
my advice make a new map don't get suggestions :D
3FFA
Why should we do that LasTCursE?
Kinosjourney
Too tight, NOTHING can beat a terran on this map.

You are better off making a new map like LasTCursE said.
3FFA
Kinos I think you are just theoryocrafting. You probably haven't even played the map once yet. I've seen terrans lose countless times. Usually the protoss/zerg would only lose because they made some big mistake vs terran.

I don't understand why you guys are saying that this map sucks just after looking at it.
K_A
Yeah I beat Terran Using Zerg on this Map.
I think it's pretty balanced as far as race goes.
3FFA
Did u post the ZvT where I played for funs and totally screwed up just now?
Kinosjourney
I'd bet that if you guys played Zerg vs a D+ Terran he would destroy you and you wouldn't be able to do anything except 4-5 pool or 2 hatch muta. Any ground based strategies will get raped.

Only Zerg ground unit i can think of that might be useful is Lurkers on the middle ramps, but PvT is impossible here unless they got for carriers aswell.
K_A
Yeah I think so :D
Kinosjourney
Also, i cannot download your replay to check if you guys even play on a level where map balance matters. Wanna rehost the replay for me? :P
K_A
Yeah I noticed the overpowering terran and I'm trying to find a way to fix it.
TvZ is really fun tho.
K_A
which one?
3FFA
starts off Z>T then goes to T>Z. Will it ever end -.-
Kinosjourney
The current map structure makes any mid-late game ZvT or PvT impossible, you gotta scrap the whole concept in order to make it playable. Right now its too tight and i can't think of a good way to make it work out.
K_A
I just added a ramp from the middle area to the Back door.
Not sure but I'm hoping that makes it a little more fair vs terran.
modified by K_A
JungleTerrain
Path issue, and also gas issue is really big here too because the position imbalance of the gases are multiplied by 2 because you have 2 vespene geysers in the main in different positions relative to the start location.

I think the gameplay should be interesting, although mostly because players wouldn't know what to do to get to the other side other than air units and dropships, which this map encourages for gameplay, but not so from an economic viewpoint.
The terran can lift a cc to the top island and defend it pretty well with siege tanks, i think

Army movement midgame and lategame will be a huge pain if the player chooses a ground strategy.
I agree with Kinosjourney when he suggests scrapping the map, mostly because of the reason of lategame restrictions, such as not a lot of expoes, too tight passages, close bases, imbalances will become even more pronounced as the game progresses.
K_A
Thx for your comments guys; I will be working on making the paths more open.
What would you think if I Moved the Natural closer and made the path go through that instead?
JungleTerrain
is the natural the high ground expo?
x-species
Is this fucking joke ;d lol
x-species
No need to send long comments just wanna say .. this sucks ..
K_A
The natural is the high ground expansion.

And x-species you are totally entitled to your oppinion, just try not to make comments on a map you haven't played.
JungleTerrain
x-species, just because you CAN say whatever you wanna say, doesn't mean you should. Be more constructive in your criticisms, or enjoy the same treatment towards your maps from others.
K_A
Changed the entrance to the main;
I'll keep posting replays as I go.
K_A
Got rid of the useless mineral only expos in the corners.
Made the natural expos safe from siege tanks.
Lots of terrain blending.
Few other things.
x-species
ok ok sorry you are the best K_A
K_A
It's hard to tell if that's sarcasm or not ;)
3FFA
Not. Cause ur awesome as hell K_A. So awesome u can get owned by me ^^
JungleTerrain
Unfortunately, there is still path issue, i think.
K_A
It's that darn back door.
Once units get to the trees they have no problems at all.
3FFA
Yeah but because of that its more fun for me because I know about the pathing problem but someone else may not know. You just can't rally to your opponent's base. Other than that there is very little problems for anyone not as lazy as myself.
neobowman
No.

Hi, 2 hatch muta. Here's my 1 base 3 fac build that you can't stop no matter what. GG
K_A
Yeah those tanks and goliaths will really own my guardians.
K_A
For once I would like to see someone think outside the box while playing a game. If you want to all play the exact same strategy every time that's fine by me but don't complain that it doesn't work on every map that exists.
modified by K_A
3FFA
I agree with K_A on that point. Although I'm not sure why he didn't just edit that into his other comment instead of double posting. :/
SiaBBo
Why this map is bad? Well, here we go:

Whole map is too small. There is no real space to build your main and chokes are too small. Concept doesn't make any sense. So you have this fastway with mineral blocks. Not only this is making path issue, it's not making any sense. Ofcourse players are going to mine them so they can control the high ground and destroy the main from there.

Then there is that very long way to another main which is just bad. Too tight everyplace. You can't move any big forces. Every good map has place where you can move your big army. Clock 6 is just wasted space and has nothing to do in gameplay.

Natural is actually ok but it's too vulnerable to drops or muta/wraith harras. Mains having 2 gasses is pretty random. I can't really find reason for this but this surely help for Zerg.

I see Protoss go Reaver/Corsair vs. Zerg every game and Terran to go Tanks/Marine or Wraiths vs. Zerg. Protoss vs. Terran is just so imba so we can skip that. Terran comes with Tanks and Protoss ragequits.

Overall, not playable map. Make bigger map and look the promaps.


JungleTerrain
As has been said before, you should scrap this map.

There is a way to make this sort of concept work, although on a bigger map. I'm not looking into this map and telling you how, cuz I don't know that, but I do know that there are many possibilities in starcraft broodwar map making and that there are no bounds with what you can do with great map editors such as SCMdraft2.0
3FFA
Guys check out (4) Backburner which is the new map K_A decided to make after the responses in this thread. Although I highly question some things hes done, its not horribad like this map has been proven to be.
sTY_leZerG-eX
This is really really bad ...
I dont like this 1 (looks unplayable)
Replays


--l)arK_3FFA vs K_A(1on1, 1.16)
--SailBoat125 vs K_A(1on1, 1.16)
--K_A vs 3FFA(1on1, 1.16)
--K_A vs 3FFA(1on1, 1.16)
--K_A vs Sailboat125(1on1, 1.16)
--NyM)Zen vs johnha(1on1, 1.16)
--Sailboat125 vs ZERG-BLOOD(1on1, 1.16)
--stardom321 vs K_A(1on1, 1.16)

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