(4)Jericho
Map ID: #2120

Author: LostTampon
Map Size: 128*128
Tileset: Space
Last Updated: 2007, 10, 17 05:06

Comments (30)
NastyMarine
well besides the chokes that connect the bases, you've got a great map.. well executed like always.

About the chokes to the adjacent mains: Innovative yet futile. Players will go for the kill and not expo simply b/c the player is too close. I could be wrong but i feel that it just won't work :/

I love the map tho.. really great.
Nightmarjoo
lol I like it, it's weird but looks ok balancewise. I don't think Nasty is exactly right in his assumption.
Excalibur
Youll excuse me if i love this map.
lnept
pimped nemesis anyone?
tktkvroom
I Like this map alot, good use of dwebs & the access to the mains by killing the buildings could create an interesting game. BUT for some reason I feel this shouldn't be an island map but idk up to you tampon
LostTampon
@nasty: i dont know if going directly for the kill works, cause the dwebs create a zone that favours the defender a lot - a ranged unit behind the building wall (like photon, sunk, bunker, etc.) would be enough to defend there against any rush;
another problem is, that you need to kill the buildings first, the front row is no problem, but the other row cant be desroyed so easily because of the dweb (except with tanks); mayb i will find another mechanism how to create the divisor between those mains

@tktkvroom:
ya, but creating a land map would also fuck pathing up a lot + i think it would make the map very complex to play - most ppl prefer landmaps that are unidirectional, meaning in this context that you have only one main direction that leads to the enemy, adding another path for land would imo break this "rule" (correct me if im wrong :D)
NastyMarine
o shit ya your absolutely right i never thought of it that way :P
tktkvroom
maybe a double mineral wall that could work as an inbase expo, so ppl can stack hop miners over
Lancet
LostTampon, your idea is great but unfortunately there is plenty of space on the sides of those dwebs for tanks to siege and blast the neutrals and any structure behind them. Of course there are ways to counter but it will be an issue.
LostTampon
yes, but even if these buildings are destroyed you have to cross the dwebs
-> in tvp the neutral zone is large enough to prevent a tank push
-> in tvz also, if you place lurx behind the neutral buildings, it is not (as far as i can see) possible to get tanks anywhere to take down the lurx
Alumni
This map looks awesome! i'm not a fan of air maps so i wouldn't play it but i'd download and play it if it was turned into a land map ;)

I love the idea of using dwebs splitting the mains, it'd make me think twice bout dropping cuz if there's anti-air in my opponent's main, they'll just start attacking my dropship/overlord as it flies over the dwebs and if i dropped my units before the transport dies, they'll be useless cuz they'll all be under dwebs :D
Falcon_A
How do the close positions play?

Seems like a Z could easily rape buildings early with lings or something...
DeSade
I think nasty was right. Especially cause tanks can tear down the buildings unhinderd. And cause its an Island you cant expo fast and hereby cant use the time your opponent invests in pushing through the buildings. If you`d make it a normal non-Island map it would still be fine with the disruption webs on the sides giving it enough strategical finesse I think.
But I`m not that experienced myself to judge it properly.
flothefreak
who would keep that building-wall versus terran until he can set up tanks and use the wall to his advantage? wouldnt you rather try to break it as fast as possible (PvT fastgoons, 9pool in ZvT)?
LostTampon
in pvt most likely, but im not sure in zvt, one hatch behind the buildings and 3-4 sunks would be sufficcient to defend vs mms (who will have a hard time to get through the building wall)
LostTampon
ok edit:
- map is now a landmap
- moved buildings a bit apart, tanks arent now anymore able to hit the adjacent buildings
- replaced buildings with not repairable ones

i think those buildings protect well enough against a rush (2x700 hp, it takes longer to get through those building than to rush in a normal way)
any other rushes are also delayed (like bunker or cannon rush)
modified by LostTampon
LostTampon
hm, i think making the map a landmap changes a lot... e.g. that you can now get all top or bottom expos very easy

oh well, anyone has ideas?
Nightmarjoo
hmm I like it still, but I think it was more unique and better as an island. As was stated earlier, pathing just got raped =/
LostTampon
ya, i was thinking the same, i think ill redo this tomorrow

edit:
ok, reverted now map to an airmap again
modified by LostTampon
LostTampon
new layout

connected now the outer island expos with the mainland; the path between is covered with dwebs so that t cant block it too easy

cant decide, is this better than the original layout?
modified by LostTampon
NastyMarine
review the reps asap
Lancet
Boy, the games in the horizontal positions are pretty short! Also so far (4-21-07) Terran has won all games against Zerg even when the bases were on opposite ends. This map need more T v Z games.
LostTampon
update:

- made now minwalls (so you can slide workers through for scouting); one protoss temple blocks the way now
- split gas in mains (mainly for zerg)
- the "nats" resources are now halved
- added some unbuildable terrain to the neutral zone, so its not possible to block it entirely with buildings
NastyMarine
it would be better if the min blocks were just set up vertically intead of slanted.
Nightmarjoo
Just uploaded Mistrzzz's reps for the map. Thanks to geLLie who emailed them to me, and of course Mistrzzz who played the games :) These were from Avaton.
LostTampon
woah thx nightmarjoo :)
Nightmarjoo
np, but they are in the older version =/
pOOwarriOr-
Awesome map; hope it wins MOTM.
LGI
Sorry for the offtopic, but where you from LostTampon? Austria?
Nightmarjoo
I thought Germany, but I'm not positive.