


DOWNLOAD HERE:
http://www.springfiles.com/show_file.php?id=2224
Weee, my first map is finally done after 9000 hours of my failing!
10x10 size 1v1 map. I wanted a map that was less of an open field and more artifical and balanced like old starcraft maps, and this was the result.
There are four primary routes between bases:
the top ramp is the most direct, but is blocked by a huge pile of rocks. this can be reclaimed (for a total of 1000 metal) but takes about 5 minutes at commander reclaim speed.
It can be blown through pretty easily, and dgunned through- although then you risk a horde of flash pouring through and owning your boy.
the hillock route only has three metal spots, but is the fastest ramp avaliable for the rush. two teirs of ground mean that artillery units like thuds and stumpys are especially effective at controlling the lower ground; controlling this area is vital for launching early offensives. this area, once controlled, also has a slim ramp leading down the the plains allowing for expansion or raiding.
The two outer ramps lead down to the plains- the inner one is the fastest, but has only one metal spot to boot and a narrow entrance to the plains that can be easily mined or blocked. the outer ramp has a number of metal spots and more importantly, a geothermal vent.
the lower plains hold well over 50% of the maps metal and a game entering the middle stages will be decided by who controls this area.
A cunning player will quickly realise garpikes are more useful than stumpys here, for there are many wide, flat beaches and sneaky ramps for easy raiding. likewise, there are also two metal spots in the sea which are worth investigating.
wind: 3-13
tidal: 15
no typemaps
100 gravity
Kbot:

Vehicle:

special thanks to:
Forboding Angel - awesome tutorials bro
Beherith - helping me out massively and sharing me the WiC textures, also for the water conditions in conquest of paradise which I have emulated
KaiserJ - big help at critical junctions, compiling and textures
Smoth - for the nice skybox
Hunterw - for the lighting conditions in talus that I emulated
Midknight- helping me get the damn springmapedit working and more importantly, pointing me to the source of all my textures
peet, KDR, spring devs and other peeters - for answering all my dumb questions
I now have two consequtive 14 hour shifts so it might be a while before I can fix any crippling bugs..
HF!