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.
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 geysers (N1) or limited minerals (N2), meaning that the player must decide which resource is more important to their strategy, or whether they favor taking a further, more treacherous expansion at E1 or E2. Choosing N1 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.
Additionally, because lengthy 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, therefore controlling the central area of the map is crucial. The central expansions allow for very fast resource harvesting (8 high yield minerals, 2 geysers) and grant control of the main attack path. However, these expansions are difficult to defend. Controlling the Xel'Naga watchtowers grants vision over multiple attack paths and assists in defending the central area from attacks.
-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.
probably not intended, bt basically when you chose between n1 and n2 you also choose between a regular and an agressive stlye I think, because you can control the highyield from n2 (something I would have changed I think: no siegetank attacks from n2 into G)
it could be interesting to have a broader map, instead of the strong vertical direction with E2 more towards the equator of the map and a bit more to the outside, sothat one could decide to take n2 and then expand directly towards the opponent. this could also be a possibility for quicker games as E2 was not too far away.
I would like to play the map, but I have no NA key. This critic ist only theory on the overview picture.