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Last update for (2)Embryonic Rift(n) : 2020, 06, 20 10:42
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
5136 (2)Embryonic Rift(n) 128*128sTY_leZerG-eX4.2finalground

The map has been rated 49 times and got a total of 205 points

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Comments:   GMCS (0 elements)

Hey guys

Had this concept pop into my head so..

About the map:

All bases have reduced minerals and gas except for Mains, Nats, and both mineral onlys.

This is still in beta stage in order to make edits/changes simpler
Interesting concept, with the three separate paths and temples it is very reminiscent of Hitchhiker.

I think your core problem is that the map is just too small for what you are trying to achieve here. A size of at least 128x112 seems more appropriate here and would allow you to gain the additional space to address several more specific issues:

  • Insufficient spacing between the peripheral expos allows tanks to reach several geysers and mineral patches from adjacent expansion sites
  • Mains are pityfully small
  • And just in general spacing seems off and weird tank angles prevalent.
  • Everything seems to be narrow paths with little to no flanking spaces.
  • 18 expansions is a shitload (official nomenclature!). Even Gladiator only has 17.

The middle will probably get locked down by a Terran, which in this case might not matter that much because of al the backdoor expansions. Gameplay will be seriously weird anyway. No idea about balance. I'd probably give the advantage to Terran just because of how easy it seems to just push siege lines and take expansions behind.
Why are there only 8 main minerals?

And this again.
Thanks for comment.

I made the suggested Changes to the map.

@Freakling is there a Discord server or servers for mapping or bwmn??
Not yet (that I know of…). But I think we should create one.

Nice new deco ideas btw. I like the centre. But could you make a less bright picture @_o ?!
modified by Freakling
Haha we should definitely create one, who else is still alive/semi active??

Yeah I also like the middle, I was inspired by what you did with that very weird, but very cool, 3 player map that has all the paths with D Webs and islands.
Only problem with my deco is in game (remastered) it practically goes unnoticed. It is more eye candy picture material
modified by sTY_leZerG-eX
You can probably make an alternative version that uses different ramp tiles for a more eye-catching look in remastered graphics.

As for the map I think it'll probably be very Zerg-favoured, due to the fact that there are three completely separate, ground accessible areas with lots of resources, so Zerg can easily grab bases and use "decentralized", harassment based gameplay to their advantage. I also still think this is still very good for tanks, due to all the tight areas and weird angles (especially in the middle). Tank-imba-whine aside, strangely enough I do not even think it will matter that much due to aforementioned Zerg advantage on "decentralized" maps and the fact that Carriers will also be insanely good on this map (lack if Goiath mobility, all Terran can really do is pick one of the paths and try to timing attack or slow push their way to victory). It may be fine (lots of expos along the side paths).

What I would consider is adding some wide ramps at around 3/4 and 9/10 o'clock to the middle plateau, also initially blocked with neutral buildings, to allow players to open up a diagonal route between the different map parts.

Why do all the side expos have unbuildable chokes?
modified by Freakling
I swear that I am still alive
Please stop the swearing. I don't believe your wild claims. I need proof. :P
Hey guys, I made some edits to the map to fix the Zerg imba (decentralized maps) Freakling mentioned.

This is the best solution I could come up with:

Original Map:


New version middle closer look:

Let me know what you think! :D

(Made image less bright)

modified by sTY_leZerG-eX
Nowadays ramp tiles blend better than Flagstones between Basilica and Crushed Rock.

-- vs (1on1, 1.15)

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