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Active: 1299 users

[M] (2) Temperate Tussle

Forum Index > SC2 Maps & Custom Games
Post a Reply
FiveAlarm
Profile Joined March 2010
United States57 Posts
Last Edited: 2010-08-06 04:04:52
August 05 2010 04:05 GMT
#1
[image loading]

Temperate Tussle - Current Version: 1.10
My second SC2 map. I challenged myself to make something larger and more standard... and also prettier. I personally assure you that the terrain is entirely natural and not a giant, overgrown Xel'Naga skate park.

Map Image:
[image loading]


Map Features:
  • Players: 2
  • Size: 176x152
  • Bases: 2 mains, 7 standard expansions, 1 high yield expansion.
  • Destructible Rocks: Destructible rocks choke (but not completely block) the east/west paths out of each natural expansion. Destructible rocks also block the ramp leading out of each mains back door.
  • Sight Blockers: Sight blockers surround the Xel'Naga Towers.
  • Xel'Naga Towers: Two Xel'Naga Towers overlook the central area of the map.
  • A terrible, terrible name.

Author's Comments:
This is my second map. I wanted to attempt something a little more standard. It's larger and much more open than my first map. The mains and their naturals are relatively safe. The bridges aren't much harder to wall off or choke than the ramps on most other maps.

Tell me about what you like, don't like and any problems you encountered. Replays would be super cool.

Change log:
  • (0.0 -> 1.7)
    • qrrbrbirlbel

  • (1.7 -> 1.8)
    • Added back doors to the mains to make them less isolated.
    • Opened up the middle of the map a bit
    • Widened the natural chokes and added rocks to constrict them during the early game
    • Removed the island expo in the south
    • Added two expansions in the center of the map

  • (1.8 -> 1.9)
    • Swapped the position of the north and south expansions. The high yield is now between the two mains, accessible via breaking the back door.
    • The northern expansion has been moved slightly more north to make room for an additional high ground path running east-west.

  • (1.9 -> 1.10)
    • Safety upload because a publish attempt stalled and my editor crashed.


Download:
Map: There is no download link. Find the map by searching for "Temperate Tussle" on Bnet.
Map image: TemperateTussleHUEGDotJpg (~0.87mb, 2048x1768)
o/ \o TEAMWORK!
bakedace
Profile Blog Joined March 2010
United States672 Posts
August 05 2010 07:54 GMT
#2
Nice map, although you can count reapers out in 99% of games.
Fitzsimmons
Profile Joined April 2009
Canada36 Posts
August 05 2010 16:17 GMT
#3
I really like the looks of this, and will give it a try tonight when I get home from work.
ScytheMan01
Profile Blog Joined March 2010
United States114 Posts
August 05 2010 16:52 GMT
#4
this looks really good, got rush distances/times?
FiveAlarm
Profile Joined March 2010
United States57 Posts
August 05 2010 20:13 GMT
#5
On August 06 2010 01:52 ScytheMan01 wrote:
this looks really good, got rush distances/times?


SC2 Mapster's map analyzer doesn't play nice with bridges yet but, it's about 135 from nat to nat by ground. Main to main is probably in the 160-170 range. The distance by air is 125-ish in either case.
o/ \o TEAMWORK!
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-08-05 21:16:06
August 05 2010 21:08 GMT
#6
On August 05 2010 16:54 bakedace wrote:
Nice map, although you can count reapers out in 99% of games.
Actually, it seems there's no way for reapers to reach the other main, if the ramp is blocked, because there's no cliff path, just this narrow ramp. I like the idea of very strongly defendable main and nat, leading into macro games by default. It's almost like an island map, but not fully, which means pushing with superior ground army is still useful.
If you stand next to my head, you can hear the ocean. - Day[9]
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 05 2010 21:32 GMT
#7
needs a more open mid imo

theres no way to flank terran if they split the map youre just gonna die
Artillery spawned from the forges of Hell
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
August 05 2010 23:07 GMT
#8
Needs to be more open, especially near the mains. Terran push > all.
133 221 333 123 111
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
August 05 2010 23:26 GMT
#9
where the water is at on both nats. i wud fill those areas in completely with destruct rocks. later on the game play will be more fluent.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
FiveAlarm
Profile Joined March 2010
United States57 Posts
Last Edited: 2010-08-06 04:06:00
August 06 2010 04:04 GMT
#10
I've made some changes based the feedback so far. The new current version is 1.10. Take a peek at the changelog and new images.
o/ \o TEAMWORK!
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