Lost Arcanum
http://imgur.com/bO8JW.jpg
Original design provided by TL user gundream.
Version: 1.0
Players: 2
Size (Playable): 172x168
Spawn Positions: 10 & 4
Available now on US/EU. Search for "Lost ...
Original design provided by TL user gundream.
Version: 1.0
Players: 2
Size (Playable): 172x168
Spawn Positions: 10 & 4
Available now on US/EU. Search for "Lost Arcanum".
High-Res Picture Gallery: here.
TeamLiquid Thread: here or here.
Map Image:
Map Info:
This map is my second collaboration with gundream; who provided a basic layout sketch which was then slightly tweaked, more subtle changes were then made during creation. Here are the initial sketches;
The most significant changes were slightly relocating the natural, adjusting the natural choke point and adding a second ramp to the 4th/5th high ground expansion. The shape/size of the main base was also changed slightly.
Players spawn at the 10 and 4 positions on a sizeable high-ground base and can then expand away from their opponents to their natural. The natural expansion is tucked away and very close to the ramp, but there is still a path behind the mineral line for harassment and turret placement.
Destructible rocks (scrap metal) block a wide ramp entrance from the natural to the third base/second expansion. A second wide ramp then leads from the third base to the 4th and 5th expansions. One of which is farther from your opponent but on low-ground and more open, whereas the other is on high-ground and harder to attack but is at a closer proximity to your opponent.
In the centre of the map is a large piece of high-ground which houses the two high-yield expansions. There are 4 ramps, two in the middle and one each at the north-east and south-west.
There are 4 watchtowers on Lost Arcanum which provide significant vision around the middle of the map. Two of the towers allow spotting of the gold expansions, and the other two are more out of the way but provide useful sight of potential flanks. All of the watchtowers are surrounded by LOS blockers for sneaky tactics.
I tried to keep the following at the forefront of my mind while making this map;
Zerg benefit from the sheer size, allowing lots of flanking and expanding opportunities - as well as large areas of open ground. The design of the natural expansion and it's distance from the main should also benefit them.
The multiple entrances to most areas of high-ground, the relative width of the flank routes and the watchtowers should result in siege tanks not being OP (but still very useful). Reapers have multiple access points to the main and natural but again the distance between the two should make it possible to defend against them.
Protoss should be able to fast expand if they desire, and can also harass their opponent with numerous possible locations for proxy pylons. Most of their unit compositions and tactics should be viable.
There's room around a lot of the outside of the map for air units to move, to encourage drops and air harass.
Pictures:
Top Down:
Main Base:
Natural/Main Ramp:
Main Choke:
3rd Base Entrance:
3rd Base:
3rd Base Exit:
4th Base (1):
4th Base (2):
5th Base:
Map Centre:
High-Yield:
High-Yield "Backdoor":
Watchtowers:
Watchtower Range:
Other Pictures:
Lost Arcanum is now available to playtest on both US and EU regions. Search for "Lost Arcanum" to find it. Any feedback or criticism is highly appreciated and thank you for your time.
- Author:
- funcmode 2
- Players:
- 2
- Dimensions:
- 208x200
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the textures are good, but it didn`t atract me to play it again
I like it a lot. Atmospheric and Protossy. Pretty decals.
When I first saw the preview, I thought it looked pretty cool and it is symmetrical right from that preview. There are a few things that need work though...
-the map is huge for 2 players
-there are way too many expansions to prolong a 1v1 match, some of which aren't competitive
-the way the towers in the middle area are placed makes the map less competitive because I suspect their main purpose it to watch the high yields that are on that players side of the map. In other words, the towers should be on the opposite sides of those high yields so the other player can watch the high yield further from them
-there aren't many textures, so that could use some work
-doodads are rather vacant except from a few here and there
-putting no fly zones around the perimeter of the mains really limits harassing strategies
Nice try though... with some editing it could be a cool map