(2) Withering Ridge
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  • This is a 1v1 melee map intended for competitive play.  As such, I need help testing it for balance across all match-ups.  Please play the map with your practice buddies and save the replays.  Working on your build order and timings?  Do it in a 1v1 against a friend or the computer on this map, and let me know your impressions.  

    Upload your replays to a replay site and then post the links to them here, please.

    Nothing in this map is final, and the ultimate product requires repeated testing and your input! Please help out however you can!

    To play, select "Create Game" and search for "Withering Ridge" in the custom maps list!  Map is presently only on the NA server, as I do not have an account on the other servers yet.

    -Map Image:
    image

    M=Main
    N1=Natural w/ blocked minerals
    N2=Natural w/ blocked geysers
    E1=Corner expansion
    E2=Corner expansion
    G1=Close gold expansion (6 minerals, 2 geysers)
    G2=Center gold expansion (8 minerals, 1 geyser)
    Rx=Destructible rocks
    W=Xel'Naga Watchtower

    For no annotations:
    http://i.imagehost.org/0423/2_Withering_Ridge.jpg

    -Screenshots:
    http://i.imagehost.org/0273/Terrain_001.jpg
    http://a.imagehost.org/0988/Terrain_002.jpg
    http://j.imagehost.org/0612/Terrain_003.jpg
    http://j.imagehost.org/0930/Terrain_004.jpg
    http://i.imagehost.org/0231/Terrain_005.jpg

    Please play the map and give me feedback and replays.  Thanks!

    Anonymous
    76.84.25.xxx
    avatar
  • Rationale in Map Design:

    Overall Dynamic:
    I wanted a map with somewhat long ground distances that could be considerably shortened by opening alternative paths via destructible rocks.  The intent is for the terrain of the map to feel dynamic as the match progresses, rather than a static constant.  Destructible rocks (in a set of 2) block a path into the main from the near gold expansion (G1).  Additionally, rocks also protect a backdoor entrance through the high ground natural (N1).  Additionally, the mains are relatively close by air, giving the players additional possibilities in shortening attack paths.

    The Natural Expo Dynamic:
    Because lengthy ground distances favor fast expanding and tech builds, I wanted to add an additional dynamic to the terrain that forces the player to make a crucial decision regarding their first expansion.  As such, the two natural expansions have either blocked minerals (N1) or blocked geysers (N2), meaning that the player must decide which resource is more important to them immediately, or whether they favor taking a further, more treacherous expansion at E1 or E2 (or even G1).  Choosing immediate minerals means that you will be expanding toward your opponent and be on low ground, making it slightly harder to defend, but the extra minerals will help deal with these problems in the early game.  Choosing immediate gas places you in the more secure high ground, which also affords better protection of your expansion and backdoor, which is better suited for the fast tech sort of build you are likely going for if opting for gas over minerals.  Either expansion also features a close, but less secure 3rd-base, and the layout of these bases is also intended to reflect the build choice you have likely selected.

    Other Dynamics:
    Additionally, because length ground distance maps often result in longer games, I wanted to ensure plenty of resources to players who need to amass and replenish large armies.  In longer games, economic advantages make a big difference, so I added the possibility of taking mineral rich (8 patches, 1 geyser) in the very dangerous central area.  The intention is to add depth by allowing an option to harvest minerals at a VERY high rate, but at the cost of high vulnerability.  Finally, the watchtowers are positioned such that their control is key in maintaining control of the center area, and so that they can overlook multiple attack paths.

    ==================================================================
    Version 1.20:
    -Changed rock-protected backdoor into the main so that it connects the main to the "third" expansion, rather than into the central area.
    -The "third" expansion near the central area is now a high yield expansion.
    -The low-ground natural expansion has rock-blocked geysers.
    -The high-ground natural expansion has rock-blocked minerals.
    -The corner expansion adjacent to the low-ground natural is now connected by a small ramp.  This ramp is hidden by a Line-Of-Sight curtain.
    -The ramp exiting the main is now a narrow ramp.
    -Many doodads have been added for aesthetics.

    Anonymous
    76.84.25.xxx
    avatar
  • Version 1.25:
    -Changed E3 from high yield to regular minerals. Still only 6 patches.
    -The high ground natural no longer has rock-blocked minerals.
    -The high ground natural (N2) has 6 mineral patches down from 8.
    -Many doodads added to the map for aesthetics and to reduce space available for cliff harassment.

    New Screenshots:
    http://a.imagehost.org/0726/Terrain_007.jpg
    http://a.imagehost.org/0031/Terrain_008.jpg
    http://j.imagehost.org/0836/Terrain_009.jpg
    http://i.imagehost.org/0735/Terrain_010.jpg
    http://i.imagehost.org/0047/Terrain_012.jpg
    http://i.imagehost.org/0950/Terrain_013.jpg

    Anonymous
    76.84.25.xxx
    avatar
  • very nice map. :p

    Registered User
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