Core Zero

This project is abandoned and its default file will likely not work with the most recent version of StarCraft II. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.

Concept

  • One base in each corner of the map. Each 1/4 slice of the map is identical, why it suits for 4 FFA as well as 2vs2. In teamplay, it is left vs right (the only exception to the rule is the absolute centre of the map, where the chokes to the gold expo differs).
  • Get the watch tower overlooking your base and surroundings before the enemy does. It spies the edges of your main base and your second natural expansion.
  • The map centre is divided in two hotspots, each identical. In the centre of each is a curtain wall
  • 1 natural expansion per player. A backdoor, easily defended.
  • 1 second expansion per player, connected to your natural with destructible rocks in between. It's choke to the centre has a curtain.
  • 2 high yield expos in the map centre.
  • 2 extra expos to the middle left and right, easily defended but on low ground and huge ramp entrances.

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Current Issues:

I have recieved critism about how the natural is too easy to defend and good for turtling protoss/terran, which in turn is worse for zerg.

I also got the suggestion to add rocks to the choke between main and natural, to better defend tech buildings.

Are the main paths around the bases still too narrow? Remebmer it's a big map.

Do the size of the map force 2vs2 gameplay to combine defense to the left and right centre platforms, beacuse of the distance between allied bases? Compared to standard 2vs2 map, the distance makes it harder to aid your ally in defending the main ramp.

What do you think?

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Videos: (out of date)

http://www.youtube.com/watch?v=iuw6Se_Ualg


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About This Project

  • Project ID
    24457
  • Created
    Jun 27, 2010
  • Last Released File
    Never
  • Total Downloads
    0
  • License

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