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About
Rusty Sand v2.6 (Available on US and EU ladder)
Melee map for 2 players (1v1)
* A very special thank to Vernam7 for publishing my map on EU ladder! Another thank to ArmageddonZ for helping me with ...
Rusty Sand v2.6 (Available on US and EU ladder)
Melee map for 2 players (1v1)
* A very special thank to Vernam7 for publishing my map on EU ladder! Another thank to ArmageddonZ for helping me with some map issues.
DOWNLOAD HERE:
Rusty Sand v2.6
Change log from v1.0:
- I adjusted some mineral placement issues.
- I removed some LOS around both electric cliffs and add others behind back door of both players.
- I changed text description.
- I removed all rich vespene geyser. Now, all sites have 2x regular vespene geyser.
- Add a stardard ramp for main.
- Remove high grounds behind natural.
- Destructible rocks for 2nd expand now have 2000hp.
- Add a dome in water for look.
Overview
The Sideview:
The Main:
My Idea, when I did the map, was to consider the entire site (initial base + expand1 + expand2) as your main. In your main, there is 2 places to build expands. Once you take expand, you have to build your other structures near of the first and the second expansion otherwise, you will not have enough place... If you decide to go allin, there is enough place for your structures as terran or protoss on the high grounds (where your initial base is located).
The Natural:
The Middle:
Metallic high grounds in the middle are only there as obstacles. You can't land on those structures.
The Gold:
The gold is designed to be very hard to defend. You will not be able to hold/take both gold sites in a balanced match. Once you have securised high grounds behind your gold, it should be easier to defend.
The Paradise Path:
This path is located behind each of the gold expands. In late game, this strategic path will allow you to protect your gold expand and will also allow you to connect both of the expansion sites on high grounds.
The Island:
You can't land on that high ground. It's just for look ;)
The Broken Car:
You can't land on that high ground. It's just for look ;)
The Dome:
It's just for look ;)
Additional informations (tips for each race):
Zerg
You will enjoy easily defendable expands #1 & #2. You will love the fact that the main (initial base + expands #1 & #2) is grouped because it is so easy to spread creep. You will also love the fact that other expands for enemy are far from his main and the paths to reach those bases are wide.
*As zerg, you will need a high level of micro. to get inside the enemy main (initial base + expand #1 & #2) if it is a terran or a protoss. You will need the right units for this kind of field. Banelings and roaches in early game is good. Fast mutalisk + zerglings is not bad either in mid game to get map control (especially high grounds control). Finally, infestors, broodlords and drop banelings is good in late game. Personally, as zerg, I always do drop units (especially Banelings) + Infestors + Broodlords in late game.
Terran
You will enjoy the high grounds behind expand #1 for both player and both gold expands. What a good position for Missile Turret and Siege Tank!!! You will also enjoy the fact that the main (initial base + expand #1 & #2) is grouped. It is so easy to wall againt zerg attack. In fact, it is "impossible" for zerg to "a-clic" in that zone. It will also be easy to defend against zerglings runby for the same reason.
Protoss
You will love to harass your opponent with little push based on an observer and blink stalkers. Colossus can benefit of high grounds to harass his enemy base or to defend his main (especially expand #1). Strategy based on Warp Prism can also be helpful.
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All replay below have been played on older map version
Replay #1 - Macro game with maximum creep spread
TvZ. I reached ~125 before 20mins. I also spread my creep on almost all the entire map. Game last 40mins long. Blizzard AI give very good result on the map. AI destroy rocks!
VeryHard Blizzard vs PandaZerg
Replay #2 - Best ZvZ I have ever played!
Best ZvZ commander from GoSu MOD by ArmageddonZ. Game last ~50mins. No AI abuse...
* Place the map cache file in this location to be able to see the replay "C:\Program Files\StarCraft II\Maps\sc2allin1
Replay #3 - AI's limits test:
TvZ. Rusty Sand and GoSu MOD AI by ArmageddonZ in action! Game last ~40 mins. I did not runby AI as suggested ArmageddonZ for a better gameplay experience and I did not spread creep too much either to compensate rocks that AI does not destroy...
I tried to keep AI alive as long as I could to see AI limits on the map without taking too much risk because I did not want to lose the game ^^
* Place the map cache file in this location to be able to see the replay "C:\Program Files\StarCraft II\Maps\sc2allin1
Don't forget to download and comment!!! You will be welcome ;)
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DOWNLOAD v2.6 here:
Rusty Sand v2.6
Meta
- Map Style:
- Melee
- Categories:
- Strategy
- Author:
- Unknown Author
- Filename:
- sakuras.SC2Map
- Project Page:
- sakuras.SC2Map
- Type:
- StarCraft 2 Map
- Size:
- 174.4 KB
- Overall Rating:
-
3 / 5 (1 votes, ranked #1,525) - Tags:
- 1v1, map, melee, sc2
- Players:
- 2
- Tileset:
- Shakuras
- Dimensions:
- 256x256
- Favorites:
- 0
- Downloads (Total):
- 534
- Downloads (Daily):
- n/a
- Discovered On:
- May 14, 2012
Share Map
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sakuras.SC2Map
sakuras.SC2Map (174.4 KB)
- Released:
- May 14, 2012
- Downloads:
- 534
- Direct Link:
Rating
- Opinion:
1 vote considered -
- Neutral
Neutral
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
-
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Map Variants
Name | Mode |
---|---|
Untitled Variant None |
None None |
Melee 1v1 None |
None None |
Team Information
None
- Neutral (Neutral)
- Player 1 (Human)
- Player 2 (Human)
- Hostile (Hostile)
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