A Valley Runs Through It
"You can get more with a kind word and a gun than you can with a kind word alone".
-Al Capone
This map centers deep in some mountains seperated by a large and treacherous valley. Although the valley holds many riches players must beware to take caution of the many paths the enemy has around the map, and decide whether it be possible to use those same paths to his advantage. There is also a wildcard in this map; located off in the bottom right and top left corners resides a 4th player starting location for each team. There are advantages of close natural expansions, and shortcuts to the enemy base, but it also acts as a double edged sword, allowing those same shortcuts to be used by a sly enemy. Use your Xel Naga towers and keep yourself informed of your enemy. This is a haven for sneak attacks. You have been warned.
Changelog:
7/20/2010
-Fixed High-Yield and Xel Naga Towers
6/24/2010
-Added distortion to levels of textures to give a more polished feel. Now it wont seem so flat on any certain terrain.
6/16/2010
-Fixed a few symmetry issues.
-Added doodads in water
-Lessened the width of main ramps, few complaints on how impossible they were to block. (thanks!)
6/13/2010
-Changed some doodads to give certain areas a more unique feel.
-Added more area to build on hidden expansion.
6/12/2010
-Opened up middle valley area to make it easier for larger units.
-Fixed vespene problem.
-*Fixed pathing issue.
6/10/2010
-Completely reworked starting areas to give a more "open" feel.
-Changed outer boundaries from mountains to water, lowering framerate issues due to high poly counts.
-Added spot for 3rd player on each team, bringing map to a possible 3vs3.
6/08/2010
-Completely reworked doodads, lowering framerate issues with previous beta.
-Tested map with peers, fixed issues with vespene. (thanks adam)
Preview:
Center of valley, rich in resources, but very dangerous location.
Shortcut leading between the 4th player on a team to the enemy team, with a hidden expansion. Use caution.
Main starting area for three players, minus the wildcard located in the corner of the map.
Main overview of map as seen in editor.
My releases.
A Bridge Too Far - http://www.sc2mapster.com/maps/bridge-too-far/
Bladestorm - http://www.sc2mapster.com/maps/bladestorm/
Dust2 - http://www.sc2mapster.com/maps/dust2/
A Valley Runs Through It -http://www.sc2mapster.com/maps/valley-runs-through-it
Quetzalcoatl -http://www.sc2mapster.com/maps/quetzalcoatl
Soulfire -http://www.sc2mapster.com/maps/soulfire
Emerald Dream -http://www.sc2mapster.com/maps/emerald-dream
Zephyr -http://www.sc2mapster.com/maps/zephyr/
Credits:
Thanks for Sc2Mapster for making it easy to keep track of my many projects.
It always helps to critique and give praise to those who spend so much time on their maps, so whether it be my own, or another authors, please give them the insight they need, and encouragement to improve. Together we'll see some truly awesome high-quality maps come forward. Thanks.
Thought about that, but its very easy to harass workers from the double-high cliff, so I was hoping that would balance it out like its seemed to so far. We can only really tell come beta.
Very cool, love the valley idea.
Only potential problem might be the gold expos being too close together.
Changed textures a bit, but more importantly added a lot of varying levels of terrain depth to hopefully get rid of the "flatness".
Hah, stalkers have fun on a lot of maps, but your definately right about this one. Another thing to note is the fact i created "choke cliff points". Hence only certain cliffs can be rushed/taken advantage of by collosus and reapers. Roughly 40% of them. Its all about strategy friend :)
This map is so cool! i love it! :) Stalkers will have a party here.
Np. Just thought it was weird that my units got on a cliff with the debris still in the way. Thanks for the map!
Found it. Its interesting the doodads actually created the pathing there. But you sir are awesome for finding that for me. Thanks.
where at? im not sure how that is even possible unless it is a ramp.
I just played a match, and I noticed that my infantry units, (Marines, Marauders) walked up a 90 degree cliff. A bug, but a slight one. Doesn't give a adv to anything really. Might wanna fix it though.
Thanks. Spent a lot of time making sure everything is "blizzard-ish". Balancing starting areas, natural expansions, and the like.
Very nice. Neat, and well done.