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[M](2)Typhon Ruin

Forum Index > SC2 Maps & Custom Games
Post a Reply
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2011-05-28 10:52:42
May 15 2011 14:54 GMT
#1
Overview

[image loading]

[image loading]

[image loading]

[image loading]

Analyze

+ Show Spoiler +
[image loading]


Specifications:

2 Spawn locations

12 mineral bases(0 gold bases)

2 Xel'naga Towers

Size: 152x120 playable

Distances
Nat2nat: 31 seconds(In real time @Fastest)

Published: KR
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
May 15 2011 14:58 GMT
#2
I like it, this is probably the first map I've seen that would be worse without destructible rocks
I will never ever play Mech against Protoss. - MVP
winpark
Profile Joined January 2011
Korea (South)68 Posts
May 15 2011 15:01 GMT
#3
[M] is missing...
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
Steel
Profile Blog Joined April 2010
Japan2283 Posts
May 15 2011 15:02 GMT
#4
Really nice map. Distance from Natural to Natural is a bit short, but not to excessive.

I wonder how a map split would go. If we exclude the gold, your 5th is bound to be either extremely close to your opponents 4th, or close by air from his main (tanks cant reach the mineral lines, can't they o_o). This might be a problem... Other than that, I like it a lot. The base are really well set up, onto cliffs, giving the defender a bigger advantage. A lot of options for counter attacks, too.

It is also very nice aesthetically. Good work.
Try another route paperboy.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 15 2011 15:17 GMT
#5
Already had seen your post on PlayXP. I like that layout (kinda reminds me of the idea behind Monte Cristo).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
Last Edited: 2011-05-15 15:42:16
May 15 2011 15:41 GMT
#6

Here is my feedback:
  • There are no places for reapers to it is advisable to connect the main and the middle expansion. Getting rid of a unit early game isn't good.
  • The gold is really exposed. It would be hard for zerg, or even protoss to take, while terran would be at an advantage.
  • Everything is really close together late game. It wouldn't take long after moving out to reach the opponent's base. The map would look better if the middle area between bases was lengthened.



One thing that is interesting and not necessarily bad is that the watch tower is going to lead to really long game because the defender's tanks will get free vision.

The map looks great visually and the concept is solid.
http://grooveshark.com/#/deltrus/music
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
May 15 2011 15:44 GMT
#7
Love the routes this map has, should make for some great games!
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 15 2011 16:04 GMT
#8
Haha, winpark awesome! Glad to see you took the analyzer for a spin. Would you consider making these center ramps wider:
[image loading]


At the moment every attack path through the center has a pretty narrow choke.

Thanks for the map!
Ketara
Profile Blog Joined August 2010
United States15065 Posts
May 15 2011 16:27 GMT
#9
This looks really interesting. I like the placement of all the rocks.

I do agree with an above poster that this map looks very anti-Reaper. Doesn't look like there's hardly anywhere on the map that cliffwalking units can take advantage of.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-05-16 17:23:23
May 15 2011 16:28 GMT
#10
+ Show Spoiler +
On May 16 2011 00:01 winpark wrote:
[M] is missing...

You should pm a mod, they are o so obliging

ty mods
Gfire
Profile Joined March 2011
United States1699 Posts
May 15 2011 16:29 GMT
#11
I like this map quite a bit. The early expansions remind me somewhat of XNC, with the rocks to the low ground third and the gold. It has a much smaller choke on the nat, though, and that makes a big difference.

I do think there needs to be a reaper opening on the main, though. Come to think of it, there's almost no points where the high ground meets the low ground other than ramps. No very reaper friendly at all.

all's fair in love and melodies
CCa1ss1e
Profile Blog Joined October 2010
Canada3231 Posts
May 15 2011 16:36 GMT
#12
looks pretty sweet.
~ The Ultimate Weapon
Nyovne
Profile Joined March 2006
Netherlands19133 Posts
May 15 2011 16:55 GMT
#13
Properly tagged.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
The Final Boss
Profile Joined February 2011
United States1839 Posts
May 15 2011 18:26 GMT
#14
I like the rocks in the middle. Personally I think that all map makers should begin to use rocks not to block expansions (other than gold bases), but rather use them to block paths of attack such as what you've done here or to block paths to expansions (other examples of those are Crevasse or Crossfire, respectively).

Great looking map I'll try to play it if I get a chance and if it gets published on NA.
monitor
Profile Blog Joined June 2010
United States2404 Posts
May 15 2011 22:29 GMT
#15
Hmm... the tileset looks similar to Jacky's and LS's new maps. I really like the general layout of expansions, but I think it could use a bit of refinement.

Jacky's map:+ Show Spoiler +
[image loading]

LS's map: + Show Spoiler +
[image loading]


The mains look incredibly small (23CC), which will make 1 base plays very hard for Terran. Since the natural is so open (and pretty hard to hold), maybe move it forward and enlarge the main?

A lot of the paths are really small, its going to be very hard to maneuver late game armies (200/200). Getting surrounds is going to be really hard anywhere other than the gold, too. I'd like to see some of the paths opened up a bit, and make the chokes more defined. Maybe make the highground 6th's more open? You could also consider connecting the 5th and 6th by highground.

I feel like the other maps by Prime are most interesting in terms of aesthetics, maybe you could fill in some space with trees :p. You could also add some grass or darker areas to the lowground, to make it less bland looking.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
lefix
Profile Joined February 2011
Germany1082 Posts
May 15 2011 22:40 GMT
#16
hmm, typhoon is the new black :D
Map of the Month | The Planetary Workshop | SC2Melee.net
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2011-05-16 17:19:06
May 16 2011 16:59 GMT
#17
Thanks for many opinions. I'll fix it.
But 23.6 CC is enough wide for players.
For example, Xel'naga Caverns has 20CC. that's not a problem.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
WGarrison
Profile Joined February 2011
United States96 Posts
May 16 2011 20:20 GMT
#18
The map looks decent. I'm worried about the location of the Xel'Naga towers though mainly for seige tanks. Imagine a tank/bunker contain set up offensively at your opponents watch tower. You can contain the natural front ramp with watch tower vision. This contain is very strong without the need for spotters. The back door is technically an outlet but the movement distance is large and out of the way. If movement is spotted out of the back side, drops in the main are devastating especially since air distance from the contain point to the main is tiny.

My suggestion is that the Xel'Naga towers get moved to the center high ground expansions on the edge closest to the center of the map.
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2011-05-28 10:53:35
May 28 2011 10:53 GMT
#19
I updated my map. Gold bases are deleted.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
May 28 2011 14:48 GMT
#20
looks rly nice, maybe a tad narrow but seems fun
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