Locus 1v1 - 96x96 - Melee ›http://scrisk.webs.com/LocusMultiplayer.SC2Map - For two human players. ›http://scrisk.webs.com/LocusSingleplayer.SC2Map - For one human player and one computer player. ›Description: Little room to build outside of the main base. Directly outside of the main base entrance lies a capably defended natural expansion. The only other resources lie in the center of the map in the form of a rich resource area. This area, while consisting of the basic eight mineral nodes and two vespene geysers, is divided evenly by line-of-sight curtains. This means that each player may gather on each side of the resources. Vision across the curtain can be attained with both air units or control over the two Xel'Naga towers that lie on a lower ground level to the sides, also protected by line-of-sight curtains. Little movement is capable between each half of the center area unless two destructables are removed by either player, each opening a curtained gap in the resource line. The map has basic diagonal symmetry.
Alright, I'll have that after school today. Some known issues: -After load, completely black minimap without any starting units (this only happened once to one tester, who only tried it once). -Pathing accessible on sides of ramp (I'm a probe and I can jump ramp sides!!! Lololol!) -Curtain around northeast Xel'Naga Tower does not completely surround the area. Edit: Pathing and curtain have been fixed, and image preview is now available in the main post. The map requires more testing for the first issue (100% fog of war).
I think it needs more expos since the players can only secure 2 and have to fight for the third gold expo... not enough minerals, unless you plan to add more patches for each base. You could also add a back door for some harassment in late game. Just my opinions.
Hmmm. I could probably slide the natural expos to the corners near the cliff drop offs, then add a second mineral expansion in the top left/bottom right corners of the map. There's very little space for a backdoor however. I could extend the land to make a ramp that leads straight up to the main base from the siide closest to the cliff drop offs, I guess...
That would work. Except I would probably make a land bridge to the island expos, since there's already a massive focus on air.
I think the map is good how it is, without additional resources. It adds excitement when you HAVE to kill the enemy in a certain period before you run out of resources, and it will make fighting over the third expansion that much more hectic, since it's the only other option.
That was my original purpose for limiting the resources, except i don't want it to encourage players to simply rush every time they play on this map.
I can see this being a very quick zerg rush map as the ramps appear bigger than normal (a la twilight fortress). Suggestions: - Use smaller ramps to encourage wall-ins (on such a small map, encourage late game strategies) - Make the starting bases less geometric. Everything seems very square, symmetrical yes but man-made - Adding islands in the corner s with a long wide bridge would make for interesting gameplay. Consider moving gold expos to the corners? - How big is this map? Perhaps making it excessively large will put more emphasis on strategic play vs. rushing - The wall directly in front of the main ramp should have a breakable rock where it meets the main's cliff. This would allow a second way in/out without concentrating ground forces at the one choke Very nice use of the vertical terrain for those huge drop offs, looks really daunting