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Last update for (3)Inner Coven : 2017, 11, 15 13:56
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
4626 (3)Inner Coven 128*128Freakling1.3betahybrid

The map has been rated 38 times and got a total of 49 points
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Comments:   GMCS (0 elements)


CrystalDrag
Your comment
MINE!
No, MINE!!
modified by CrystalDrag
modified by Freakling
modified by traceurling
Freakling
My comment!:

There are many comments.
But you cannot have this one.
Because this one\'s MINE!!!
No, MINE!!
modified by CrystalDrag
modified by Freakling
traceurling
Your comment
MINE!
No, MINE!!
modified by CrystalDrag
modified by Freakling
Freakling
Mine\'s better!
No, MINE!!
modified by CrystalDrag
modified by Freakling
Taranok
Are questions allowed?
Because comments are lame.
MINE!
No, MINE!!
modified by CrystalDrag
modified by Freakling
Freakling
Only if they are your questions. Or mine. Oh yes mine! Never gonna get my questions!
No, MINE!!

Uh, uh wait, what if the answer were "no"?! Then "Are questions allowed" would have been a question already!! And you'd have lost.
Bad Taranok, naughty, naughty Taranok!

Uh... And... Your mum is lame.
YOURS!!
modified by CrystalDrag
CardinalAllin
This comment is displayed,
cus its Mine!
No, MINE!!
modified by CrystalDrag
modified by Freakling
CardinalAllin
fail italics. Your comment is better.
MINE!
No, MINE!!
modified by CrystalDrag
modified by Freakling
‎(◠‿ ◕)✌
This post is not displayed due to its contents being too vulgar
MINE!
No, MINE!!
modified by CrystalDrag
modified by Freakling
NegativeZero
This post is displayed because this fake admin message is the actual post
MINE!
No, MINE!!
modified by CrystalDrag
modified by Freakling
Freakling
This post is too awesome to be displayed - ever!
Because it\'s
MINE!
No, MINE!!
modified by CrystalDrag
modified by Freakling
CardinalAllin
This map is displayed, but it isnt mine?
Of course not it\'s mine too. Everything\'s MINE!
No, MINE!!
modified by CrystalDrag
Doesn't matter. Because you're MINE, as well. Thus all that's yours is MINE, too.
modified by Freakling
CrystalDrag


Anyway to the map, i assume underneath the d-webs are unbuildable..
Yes.
And this is
MINE!
modified by Freakling
Freakling
Still MINE!

NOPE I HAS ADMIN POWERS NOW

MINE

MUAHAHAHA
modified by NegativeZero

Then you'l have to fix links now. Muhahaha.
Especially if they're
MINE.
modified by Freakling
ProTosS4EveR
I like this kind of experimental maps
Hahaha, more posts to make MINE!
modified by Freakling
Freakling
OK, seriously now, though:
- Terrain under the dwebs will be unbuildable of course, and I will terrain edit the hell out of it, so that there are no spots where the dwebs can be dodged.
- Mains will have low HP buildings (likely chrysalises) right behind the dwebs (thus not destroyable by a ground attacker) on all 3 entrances to prevent access.
@Crystal: Would this qualify for your island contest?
It's technically not an island, but also basically unplayable as ground map. My intention is to make a map that enables ground expanding, but otherwise requires full-blown island tactics to play.

Also: MINE!
CrystalDrag
Depends on what the 6 CC's are... If they are islands then it will work, because most of the battles with be fought with droptech. ^_^
Freakling
The CCs will be real island expos, yes... But seriously, you cannot fight without air/drop tech on the rest of the map either...

traceurling's comment: Will SCV rushes be OP like on DMZ?
modified by traceurling
Freakling
Don\'t be silly, make your actual own posts!
And no, SCV rushes won\'t be imba because something impossible cannot be imba.

But I don't want to make my own posts. I want to make your posts... Are there stuff under the dwebs that I can't see? Can open map in editor cuz I'm on iPod :\
modified by traceurling
Freakling
Damn, which idiot gave you admin powers. Some one should hit him.

OUCH!

What gonna be there is unbuildable high dirt, plain and simple. No need for anything fancy that no one would ever see in-game.
traceurling
Will there be 3 routes of attack into each main?
Freakling
Initially there will be 0. If you open them all up (which will only be possible from inside the main or with air units) there will be up to three entrances although two of them lead directly to an expo (which will allow Zerg to expand early, unlike on a real island map). The idea is that Zerg is the best race in handling far expansions, which will help compensate for Zerg's inherent early-game disadvantage on island maps.
traceurling
Epic monte hall problem :P
CrystalDrag
Hmmm how strong would a mutaling be?...
Freakling
Maybe too strong? Should I block chokes with mineral stacks instead, so mutas cannot open them up?
CrystalDrag
Workers cannot mine under dwebs? o.o?
traceurling
Workers are just easier to snipe and stop their mining than it is to prevent mutas from killing a building
Freakling
but they are so easy to snipe, that offensive wallbreaks would easily become impossible...
Maybe stronger or stacked buildings?
Or a different ind of block for each choke?
Or eggs (rather hard to snipe with mutas, and it's easy to slip scouts through)
CrystalDrag
Perhaps CCs..Eggs* :D
CrystalDrag
bump.
sTY_leZerG-eX
lol
CrystalDrag
Finishthis :) or i will muahah
Freakling
There is some progress... But all the little mechanical details are a hell lot of work...
CrystalDrag
I never did bother with spells that much. Good luck :D
CrystalDrag
I never did bother with spells that much. Good luck :D
Freakling
Somewhat playable version now...
CardinalAllin
Same problem as other current maps; the natural is a bit too hard to take.
err (sarcasm alert)
MINE!
modified by CrystalDrag
Freakling
Really wanted to bring this to a fully playable state before presenting it on TL.net.

So here it is, enjoy the madness.
MINE!!!
modified by CrystalDrag
CrystalDrag
I want to decorate it... Or is that the decoration already?...
modified by CrystalDrag
Freakling
More or less... For the islands I was going to simply use some mud, also need some final reshaping... And I need to fix some tank holes, add some more details to the main&"nat" deco... And then I wanted to try putting some ramp terain beneath the D-Webs, because that would be descernible on the minimap. And finally some of those coral-like doodads all about the water...

So you see, unfortunately I seem to have it all planned out already. But if you have suggestions, just say.
modified by Freakling
Freakling
Lined all the high ground passages with ramp terrain, which makes the unbuildable terrain stand out better as well as making them appear lighter on the minimap.

Still need to finish some deco, fix tank-holes, do final resource testing...
NOOOOOOOOO MINE!
modified by
modified by sTY_leZerG-eX
modified by sTY_leZerG-eX
sTY_leZerG-eX
Excelent map!
Freakling
Version 1.00

- added deco
- fixed tank holes
- debugged resources
CardinalAllin
Nice!
sTY_leZerG-eX
is it not possible 2 fit another base 4 each player? looks like players could use 1 more, maybe a mineral only
Freakling
Mineral onlies do not really add much value on what is basically an island map and 6gas/6base per player on even split is plenty.

And it's pretty obvious, I think, that the map's concept and structure do not really allow room for another expansion.
Freakling
Firebathero playing a TvT on this :D
JungleTerrain
Oh snap, nice! I wonder if he's been here or on TL to find it, or someone passed it on to him. I'll check it out when I have time :)
JungleTerrain
Hey he also played on Everflow i think its called. Your 4 player map from forever ago
Freakling
Yeah, he played my oldest map on record and my weirdes creation. I also wonder who picked those maps. Doesn't seem to be him, as he reacts a bit as if he does not know the maps at all.

EDIT: I just got a message from lemmata on TL (who also sent me the VOD). Apparently it was him who picked those two maps for them as a sponsor of those matches.

Just watching that Everflow game reminds me: I really need to recreate that kind of decoration some time. It does not look great on a map picture, but all the small scalle details come out really nice in-game.
modified by Freakling
JungleTerrain
Oh, so he was cruising the site? or maybe he saw your post on TL with all your maps
MINE!
modified by CrystalDrag
Nope. STILL MINE
modified by Freakling
STILL MINE!!
modified by CrystalDrag
this is MINE post. MINE! you cannot have MINE post!

modified by Freakling
BUT I JUST STOLE MINE POST!!!

modified by CrystalDrag
Cannot steal what's MINE!!!!!!!
modified by Freakling
Jukado
So cool to see the pros on them!

MINE!
modified by Freakling
JungleTerrain
lol you guys are fools

One more MINE!
modified by Freakling
Freakling
MINE

Some WIP update. I fixed some issues with tanks being able to hit mineral lines on the low grond from the centre hub n two spots, small deco update... Still some things left I need to change, though.

lol i forgot about this edit war
modified by NegativeZero

Don't worry. Just don't forget it's all MINE!
modified by Freakling
Freakling
Update: v.1.01

Decoration has become rather agreeable by now, I am afraid.
Freakling
MINE!or update:
Fixed a Zerg-specific mining bug in top main.
modified by Freakling
Freakling
MINE!or Update:
Fixed some sloppy terrain editing.
modified by Freakling
Lyra
The concept is neat, but won't it suffer from the same problems all the old-school island maps did since there's no immediately accessible expansion?

Are the neutral dwebs gonna work in the new bw?
Freakling
The thing is: There are four immediately accessible expansions around the outer circle. So no, this map is specifically designed to solve that issue. It merely comes down to the strategic choice: How many expansions can I grab and still defend against my opponent's early air/drop tech? And since it is actually possible to scout the opponent, you should have a pretty good idea whether you have to expect a one-base tech rush or a fast expansion build.

Neutral dwebs will work because.
1. They are regular units that can be placed in maps, and Blizzard would not dare to touch that general principle because it would destroy a sizable portion of legacy maps.
2. More specifically, Dwebs were used in former Kespa map DMZ. Doesn't matter that that map is a badly made, imbalanced, particularly cheesy piece of junk, it should make the mechanic out of grabs for Blizzard devs...
modified by Freakling
Freakling
Update: Version 1.02
  • Some final pathfinding optimizations

modified by Freakling
MellOw[PaiN]
o_O woah
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