Endemic
Set on the world of Endemic where the war between the three races has once again ignited. There was a time when a lush forest swept across the entirety of the planet but as war rages on, the land has started to become scarred with the wounds of conflict.
Endemic has been built for 1v1 action and houses starting points to the north and south. Each starting point has the standard eight mineral nodes and two Vespene Geysers.
A natural expansion consisting of another eight mineral nodes and two Vespene Geysers can be found relatively close to the starting points, to the west of the southern and east of the northern points.
Towards the east of the southern starting point and west of the northern point, a ramp from the main starting point leads the way to the expansion zone but the player will have to decide whether destroying the blockade at the back entrance of their base is worth the risk. Alternatively the player might choose to send his or hers forces down their main entrance ramp, leaving the back door still protected but with a time penalty.
A fourth mineral field is located outside the main starting regions.
In the centre of the map is a high yield expansion area with eight Rich Mineral Fields and two Rich Vespene Geysers. Destructible rocks act as a blockade for the two entrances into this area, of which can be found in the north west and south east.
Type – Melee
Players – 1v1
Size – 124x124
My first venture into mapping with Starcraft II so would gladly take any criticism and feedback from any haggard war veterans, cheers and thanks for looking :)
- Ryn
Looks fun, although very zerg-friendly (2 natural expansions and big choke ftw?). Is it published on any server?
Thanks for the comments, much appreciated :)
New version just been uploaded which should hopefully fix the issue with buildings being allowed to be placed with scenery.
Battle.net being down has hampered efforts for testing but now it's up I shall hopefully be putting it through its paces a bit more in the next few days to iron out any balance issues such as the ones you mention HecticRat.
Nice map. Unique in that it has an expo so close to the main and on the same high ground, but I wonder how fair that would be against the zerg, as they're able to build hatcheries so early in the game. I wouldn't know and I can't find out yet because I don't have the beta, but if it is an issue then maybe putting destructible rocks in the way of the high ground expo would delay the zerg from getting such an early, easily defended expansion, forcing them to expand to the lower ground expo with a wider choke point before building up enough attack units to pave their way to the more easily defended expo. Of course, it might not even be an issue, as controlling the high ground isn't exactly the zerg's strong point.
But yeah, like I said, nice map. Symmetrical and interesting (as far as I'm concerned).
I played the map and i found that all of the rocks the big grassy ones you can build buildings inside of them, other than that i didn't find anything good job.
Edit: You may have some problems with very early mech due to there being 4 gas in the starting area.
Cheers for the feedback, much appreciated.
I've updated the map with these changes in mind and it now sits at version.002, I'm still think there could be another mineral field somewhere but think some more testing is needed to distinguish where it's located.
Version.002
Fun, but it could use some critiquing.
Overall if you fix these problems you should be solid. Though I would like to mention this map is still gonna have short games because of the lack of expansions, though that is not necessarily a bad thing :D