(2)Amber Ridge
Map ID: #2075

Author: TkTkVrooM
Map Size: 96*128
Tileset: Jungle
Last Updated: 2007, 04, 03 02:34

Comments (22)
tktkvroom
Hit me with your lovely comments
NastyMarine
whoa very good. tbh i had my doubts when u were making it, but u pulled it off. good layout!

Im really impressed with the set ups at 8 and 2. very unique for some reason.
lnept
looks hard tvz with the close distances, think pvt will be fine though since most of the expos are out of the way.

id reduce the mineral onlies in the middle to 6-7.
ProTosS4EveR
Hehe, now everybody use the copy/paste with the bundles of grass :D
Nice job.
Nightmarjoo
meh where to start -.-

Mains are huge, blue's looks bigger too.
South definitely has to 3hatch zvt so they don't get raped by rines running behind, whereas a 2hatch looks passable in the north.

Those mineral onlys are rediculous - I'm not taking a base I have to spend more money on to defend than I could get out -_-

The middle is ugly, not to mention useless for the mostpart.

GAS Issue - have them both directly on top or both to the left or both to the right, NE/NW gas mines differently. Please say that little difference won't matter, because that's like saying the gas issue on a whole doesn't matter -_-

Looks hard tvp to get out of the nat, but I'm not sure since the ramp is larger, even with such short distances.

tvz will suck with the distance from main to nat so long, running back and forth to shoot mutas is no fun when your main is that big.

I think you should add gas to the lowground expos.
I like the sides, I think if you add gas it'll work really nicely. Perhaps add a default sized ramp from the highground? I'll mark on gmcs.

Hmm just an idea, what would you think about taking out the mineral onlys in the middle, and adding a 6 block or so mineral only in the mains, near the ramp? I suggest this because it would correct any/most of any issues with the main2nat distance being long, and I think tvp would be fine then also.
The current middle mineral onlys are pretty retarded.
You could even make the expo I suggested being made in the mains have the gas and make the nat mineral only. This would further ensure that distances not be an issue.
modified by Nightmarjoo
epidiOn
The map would make me much hornier if the middle was sexier.
NastyMarine
rofl
Antares
map got chicken-pox!
tktkvroom
I've got an updated version but can't upload a picture for it, Joel has it so I hope he can do it for me soon <3
tktkvroom
updated picture still not added cuz I cant do it just watch replays to see it
Nightmarjoo
I don't have my internet atm, have nasty upload your pic tk
tktkvroom
ummmmmmmmmmmmmmmmmmmmm idk y but in the picture the vessels & queens are supposed to be bushes lmao so just ignore those
flothefreak
"tvz will suck with the distance from main to nat so long, running back and forth to shoot mutas is no fun when your main is that big."

well, the rushing distance in early game for mm/bunker is very short, so this might be equal again -.-
nightmarjoo, you always pick certain very special scenarios and act like this would be an overkill for gameplay. it is part of the map which makes muta a bit stronger. why not? this is what mapping is about; making the gameplay different. this large distance is part of the map, but NO imbalance...
--------------------------------

imo, you should make the natural some tighter/easier to defend. this setup wouldnt be "imbalance" in all maps or such, but with this close distances, you should aid the players a bit to secure the natural early on, esp., as nighty said, in ZvT

i like the distances which almost garantee aggressive early games with rushes and early, fast attacks to the natural. it keeps the whole thing dynamic, and counters the FE-macro-gamingstyle.
i also like the sexy outer regions of the map, they look stylish, interesting and fresh. just maybe make 3h/9h expos untankable from the main bases. you could keep this as part of the map, but as you got short pushing distance, i would deny the "taking out" of an expo when your enemy happens to be terran
modified by flothefreak
tktkvroom
"nightmarjoo, you always pick certain very special scenarios and act like this would be an overkill for gameplay."

no its always basicaly just aimed at me.
Thanks for comment
Nightmarjoo
"nightmarjoo, you always pick certain very special scenarios and act like this would be an overkill for gameplay" yeah, z going mutas in zvt? That never happens! Special case! I mean, guys like July and Savior especially never go muta lol...
Flo, not having played the map I can't be sure, but I think that it could be hard for t to defend against a good z with mutas: if mutas can keep a t from leaving his base on luna or something when the distance isn't that long from main to nat, then imagine what'd be like with longer distances? =/
But no, I don't know if it's an imbalance or not, since I can't atm play the map :(
lnept
no TvP love? there is incredibly short distances and a mineral only to boot that you get for free while pushing, what am I supposed to do as a toss besides go like dt into reaver drop then be called gay?
flothefreak
nightmarjoo, HOW SHOULD zerg get mutas?! too short distance, natural gets kicked! no way to do so!

thats what i call picking certain aspects of the map (i.e. being good for muta harass) and turning those into bad bad imbalances. see the whole thing...
tktkvroom
wtf are you talking about inept? I thought you were good. Obviously be agressive & dont let him push you durr, & stop smack talking a map b4 you've even tested it
lnept
lol @ being aggressive. i just mentioned a dt into reaver drop 1 base build, if that isnt aggressive i dont know what is. sorry but your goon dancing isnt going to cut it against anyone good. any 1 fac CC user into 6 fac will smash you here with a timing push against any non cheese build or some miracle
tktkvroom
right? I didn't have any problems seeing as how I tested it........
lnept
if you call losing to an m/m tank rush in first few minutes tseting, then whatever
Nightmarjoo
flothefreak HOW SHOULD zerg lose his nat? You don't think he can sunk his nat? Worst thing he has to do is 3hatch it, so his 2nd hatch is in front of the resources, which won't delay him much/at all; most zerg I see go for a fast 3hatch anyway =/ The only thing you'd have to worry about are tanks, but muta is the counter to tanks so you have nothing to worry about -.-