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- Coilfang Chasm v2
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"Rich in resources, Coilfang Chasm has had many attempted colonization efforts. None were successful. Although widely dreaded by the native populations as a cursed land and highly advised against, ...
Rich in resources, Coilfang Chasm has had many attempted colonization efforts. None were successful. Although widely dreaded by the native populations as a cursed land and highly advised against, you have been sent with a small flank to secure the area in the name of your empire. Regardless of the many local warnings, you have your heart set on gathering as many resources as possible for your people. Will you give the superstitious beliefs of the locals validation? Or will you pull through and gather the various offered resources in the faces of your enemies?
-2v2 play (Ideally, 1v1 would work too), standard SC2 battle map
-Provides many different ways to use the map to your advantage, a true battlefield
-Strongly discourages ground forces, this map is riddled with confusing cliffs and labyrinth-like paths. This map favours cliff-walking units, and air forces. Use your races' various transportation abilities to their full potential.
-Designed for player X player gameplay. Player X AI still functions appropriately, however it is to be noted that AI often (but not always) has trouble completely arriving at an enemy's base, save for by air.
-Fog of war is thick here to give the map an "uncharted" ambiance. Explore at your own risk.
-Starting locations may appear in erratic locations with launchers such as SC2allin1. This is just a visual error, starting locations are in their designated areas, with 1 & 2 being close together on one side of the chasm, and 3 & 4 being on the other side of the chasm, also close together.
Other things:
-This is my first map ever. It isn't anything too fancy, however it is aesthetically pleasing and provides a fun war. Although it is my first map, I did pour a good two weeks of testing, fiddling, and tweaking into it so, yes it is my first, but it is by no means a broken piece of junk. ;) Enjoy, have fun. Learn the secrets of the map and share some fun times with friends. :P
-Onemorething: FEEDBACK! I want constructive criticism. What did you like? What don't you like? What would you like to see in this map and others? If enough people want something in this map, I may decide to add it. Please note there is a large difference between rude and pointless comments and constructive criticism. I like bright ideas.
Future updates may include "wild animals" *still testing this* who will routinely cause problems for games running longer than 10+ minutes.
Do note that this map is designed for 4 people to war upon, so playing alone against computers may provide a rather boring experience, as the AI does not understand concepts like "short cuts if I blow up these rocks" and "bases on an inaccessible island are a good idea", or "walking to someone's base by ground takes very long, flying is much faster, therefore make a strong air force and anti-air defense." etc, etc.
Thanks for playing! :)
Change Log
-Fixed gas problem with location 4
-Adjusted the resource levels in all locations. I felt the copious amount of resources caused a stark lack of desire to expand bases into other areas to increase ...
-Fixed gas problem with location 4
-Adjusted the resource levels in all locations. I felt the copious amount of resources caused a stark lack of desire to expand bases into other areas to increase monetary gain. However, resources are still rich, but are now more desirable.
In short, money no longer grows on trees. :P
-Fixed the pathing on mineral gathering locations; drones, probes, and SCVs will no longer fill the need to circle around to the back of minerals to begin harvesting.
-Stalker Blinking experimentation complete: I have added in several easily overlooked stepping stones that can give Stalkers a quicker route across the Serpentine path through the chasm, once blink has been teched.
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Related
Meta
- Map Style:
- Melee
- Categories:
- Assault Strategy
- Author:
- Oneirophobia 2
- Filename:
- (4) - Coilfang Chasm.SC2Map
- Latest Version:
- Coilfang Chasm v2
- Type:
- StarCraft 2 Map
- Size:
- 2.2 MB
- Overall Rating:
-
5 / 5 (2 votes, ranked #418) - Tags:
- 1v1, 2v2, air, cave, coil, coilfang, fang, flying, maze, naga, rich, serpent, starcraft, water
- Players:
- 4
- Teams:
- 2
- Tileset:
- ZhakulDas
- Dimensions:
- 256x256
- Favorites:
- 0
- Downloads (Total):
- 1,398
- Downloads (Daily):
- 1 (ranked #188)
- Submitted By:
- Oneirophobia 2
- Discovered On:
- June 10, 2010
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Coilfang Chasm v2
(4) - Coilfang Chasm.SC2Map (2.2 MB)
- Released:
- June 10, 2010
- Downloads:
- 1,487
- Direct Link:
Rating
- Opinion:
2 votes considered -
- Neutral
Neutral
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User Comments
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Love this map. I end up converting every map I download into a money map anyways but the way it is set up, it makes you think strategy of what to send.
Naga ass mofo: Thats why we build air transports and nydus networks.
And mass recall. ;D
Also I should make a replay showing the shortcuts cause there are a few that shave like entire minutes off the walk.
Blink with stalkers is one of them, you can literally hop over the entire path with it, if you have reapers you can easily get to the other side in a matter of seconds. Likewise with Colossi. With the Nydus canal, when you tech to it, you can bring all your units over in a split second and its pretty easy to tech to. Also warpgates are handy.
In short, if you're actually walking the entiiiire way (and at that, with a small army as opposed to your final push) you're falling into one of the traps of the map.
I can add moooore shortcuts and make them 1000 times more obvious if enough people are bothered by the path, but really, its the point of the map. :C
JC: Yeah I was considering taking them out, I originally had them there just as a slight divider between your ally and yourself. If you use the roller ball in your mouse, you can switch your vision to a closer view and it makes it easier to see around. Also, lemme guess, did a jerk computer attack you from inside the pillars with banshees? xD
I'll thin them out a little and upload a new version once the update feature starts working.
Ok i have a few suggestions. first of all, the rocks that are floating around are blocking vision, and it gets annoying, so if u could change it that would be awsm! second, i no u wanted to emphasise the fact that air units are preferred in this map, but i reckon you dont have to go overboard with the ground unit paths to other teams bases, its a bit ridiculous the amount that units actually have to walk
110.175.208.xxx
At one of the bottom start locations, a big rock pillar blocks the entire left side of the screen. Can't see the enemies coming or my units when they go under it.
start location 2 I think
24.25.252.xxx
Let me know if there are any changes that need to be made! I think I got all the kinks out. :)
Thanks for your patience.