StarCraft 2 Melee Map Contest
Gorge
The attack path to your opponent is far, but can be shortened by destroying destructible rocks. Your main and natural are relatively easily defended; additional resources are harder to secure. Gold expansions are located across the rivers, but are blocked by destructible rocks. Control of the central watch tower is key.
Please rate and comment; I'd appreciate any feedback aswell
- Author:
- LarsUlrich 1
- Players:
- 2
- Dimensions:
- 144x128
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i see a good map. kind of dangerous once you start building air units. since it`s a very short distance
This map is fairly well-made and relatively balanced. However there are a few key issues;
Firstly, if you build a pylon next to the gold minerals, it's possible to warp in units straight into the opponents main. You should probably fix that.
Air units are incredibly powerful, because of the relatively short distance between the bases by air in contrast to the massive ground rush distance. This is further compounded by the location of the ramp to the main base, which means ground units have to travel very far between their main and natural to defend air attacks on their mineral lines.
It's also quite easy to contain a player to their main/natural because the natural is on low-ground. Theoretically it could be very difficult for a player to break through a well-fortified contain on the high-ground just outside their natural.
The entrances to the gold expansions are too narrow which makes them too easy to defend.
The lack of flanking paths makes games very straight-forward and severely limits the effective tactics and strategies available to players.
I've been thinking about reviewing your map since you asked me to take a look at it before the contest ended. :)
So here it goes... good first:
-its symmetrical
-towers are well-placed (maybe too much so)
-high yields have destructible rocks at them
-all expos but the high yields are competitive
-textures are good
Now things that could use improvement:
-the way the high yields are placed, terran could easily defend them since they go across bridges
-the main bases are a bit too large
-all 3 entrances into the main base are all in the same general area, which means a terran can block them all off with one small wall, so it isn't very reaper harassing friendly and it eliminates some later strategies
-if the enemy is in control of the tower beside your main, they will effectively foresee any land attack right from the moment you leave your base, so it means air tech is more likely
-I like the tree's, but a few different kinds of doodads would really spice the map up
-Lastly, having trees, which are sight blockers as well as pathing blockers, in a main base opens the game up for air tech even more
But your map is nice :)
Well done map, could find no problems with it. Would like to see a bit less minerals though.
This map gets an "Excellent" vote from me.