Вдохновясь поднимающейся лавой на турнире Redbull Battlegrounds, один из мапмейкеров сделал интересную карту с другим особым природным условием - центральные низменности карты на Зерусе затопленны ядовитой водой, медленно повреждающей все юниты и здания в ней, кроме крип-туморов, а так же накладывает коррапшен (20% больше урона) на всех юнитов на 8 секунд, кто побегал в ядовитых болотах. Так же в болотах останавливается регенерация зергов.
Сами базы и экспанды расположены на возвышенностях, где уже сухо и безопасно. Скорость повреждения войск в болотах составляет 0.5 здоровья/щитов в секунду (0.6 вместе с коррапшеном).
Uploaded to [NA] [EU] [SEA] [KR]
Name: Zerus Wetlands
Players: 2
Spawns: 4
Playable map bounds: 158x158
Bases: 20 Normal
XNT: 5
Скриншоты
http://imgur.com/kuZGnMM
http://imgur.com/Oz6Z1G9
http://imgur.com/IQM9nc1
http://imgur.com/3AlD4r1
http://imgur.com/yHpcO1c
Hello Everyone!
I have uploaded this map and I would love some feedback from the community. I am in awe of some of the maps you people create. I took inspiration for this map from the recent Lava map at the RBBG. I like the idea that players have to contend with environmental hazards as well as opponents.
Caustic Effects: The water on this map is caustic and affects all units/buildings except creep tumours. All units entering the water get a corruption buff so they take 20% extra damage and the buff lasts 8 seconds and reapplies every 0.5 seconds without stacking. There is also a small damage effect of 0.5 hp/s(0.6 hp/s with the corruption). There is also another effect purely for zerg which negates the hp regen whilst in the water.
I added the small damage just so units couldn't stay in the water too long ie. widow mines and other burrowed units.
This means that all workers last about 2 minutes in the water before they die.
Drone: Dies in 2.00mins (has life regen out of the water)
Probe: Dies in 2.10Mins (has shield regen)
SCV: Dies in 2.30mins (can only be repaired or healed)
What the Five Xel'Naga towers...
In the games I have observed on the map the battles that occur heavily favour the high ground, I think that because knowing where the enemy is is so much more important than normal the extra towers are warranted.
Unfortunately I can't get the analyzer to work for the map but here are some approximate timings for distance:
Worker:
Main to Main (Horizontal/Vertical): 63s
Main to Main (Diagonal): 77s
Nat to Nat (Horizontal/Vertical): 40s
Nat to Nat (Diagonal): 60s
Things I already know: The triggers/caustic effects could probably have been done much better with some knowhow of the editor, I unfortunately had never even looked at a trigger before so I pieced the code together from tutorials on sc2mapster.
Any and all feedback is welcome, I have put on my big boy pants and can take it
Regards,
Cadwah
Источник
http://www.teamliquid.net/forum/view...opic_id=437190
P.S. Думаю, данная карта будет интересна Alex007, как организатору стримов по играм на особых картах.