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- (4) Concrete Jungle
(4) Concrete Jungle
About
The map is originally by Sephalos.
I took his idea and heavily modified it, changing the tileset, taking out most of the doodads, and revamping most of the landscape. The philosophy behind this ...
The map is originally by Sephalos.
I took his idea and heavily modified it, changing the tileset, taking out most of the doodads, and revamping most of the landscape. The philosophy behind this map is aggressive anti-turtle gameplay due to the interesting placement of most of the expansions, similar to the original maps playstyle.
*Minerals Stacked in 2s for cosmetic reasons. Still only 8 minerals in each expansion and 16 HY in middle.
*Middle is HY Vespene, not normal.
*Main is easily defended.
*Natural Expansions are blocked off by rocks and easily defended.
*Every other expansion is in the middle of the path.
*Rain on the entire map.
*LoS blockers in front of the Xel'Naga towers.
*Cliff-Walker friendly.
(If you play the map and have any suggestions, cosmetically or otherwise, please leave a comment or PM me.)
Change Log
[b]1.00[/b]
- (06/14/10): Uploaded map.
[b]1.01[/b]
- (06/15/10): Fixed lightning and water for "Ultra" graphics settings. Map was made using medium, sorry if things were a bit askew ...
1.00
- (06/14/10): Uploaded map.
1.01
- (06/15/10): Fixed lightning and water for "Ultra" graphics settings. Map was made using medium, sorry if things were a bit askew there.
1.10
- (06/20/10):
a. Resources stacked to help map flow and reduce clutter in walkways.
b. Natural choke widened, moved rocks from natural to entrance to main, added LoS blockers.
c. Middle extended to facilitate two separate main buildings, added LoS blockers to ramps, re-laid out Minerals and vespene.
d. Water made me angry, made it's alpha 1, reduced it's reflectivity distortion until I can get it to show through how I want.
e. Added a few more doodads and deepened a few statues color to more resemble the tile set.
f. Slightly reduced foliage.
- (Playtesting the map with several different insane AI's they all have 1 thing in common. They can't kill rocks, and if expansions are in walkways, they tend to use them, for some reason, which caused major problems when trying to move around the map. Playing through some of Blizzards maps, I realized I should widen natural choke and just use rocks to block the main. This games water is pretty, but doesn't transform with terrain like WC3's did, it's a little annoying.)
1.11
- (6/20/10): Sorry uploaded the wrong map. Resources are imbalanced in 1.10, fixed that with 1.11, very sorry about the double-upload.
Meta
- Map Style:
- Melee
- Categories:
- Strategy
- Author:
- Delegus 2
- Filename:
- (4) Concrete Jungle.SC2Map
- Project Page:
- (4) Concrete Jungle
- Type:
- StarCraft 2 Map
- Size:
- 4.4 MB
- Tags:
- 1v1, 2v2, archon, brick, concrete, dark, ffa, hextile, jungle, melee, rain, ramp, sand, shakuras, team, temple, wolf
- Players:
- 4
- Teams:
- 2
- Tileset:
- Shakuras
- Dimensions:
- 128x128
- Favorites:
- 0
- Downloads (Total):
- 59
- Downloads (Daily):
- 1 (ranked #195)
- Submitted By:
- Delegus 2
- Discovered On:
- June 20, 2010
Share Map
- JavaScript Widget:
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(4) Concrete Jungle
(4) Concrete Jungle.SC2Map (4.4 MB)
- Released:
- June 20, 2010
- Downloads:
- 59
- Direct Link:
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User Comments
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Hello everyone, was just wondering how balance seems to be for everyone else. I tested it using different AI modules, but since you can't play against other people on it, there's only so much 1 person can test. Would love some feedback on the layout and cosmetic flow of things.