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[M] (2) Antiga Prime

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-10 14:39:08
June 17 2011 00:36 GMT
#1
(Available and published on EU and NA only. Search TPW Antiga Prime and look for 1.2).

MOTM#7 FINALIST!

TPW Antiga Prime


Introduction:
If you remember my previous maps, Scars of Aiur and Bel'Shir Walkway, I put a lot of emphasis on greenery and lighting. I wanted to get away from those types of textures this time and work with something more simple, yet appealing. So, I created Antiga Prime. The former name is associated with the Terrans who occupied the territory (thus a couple outposts on the map), and it was mostly rugged, rocky terrain with a lot of dry grass. And so, I present to you, TPW Antiga Prime.


[image loading]

Bases and setups:+ Show Spoiler +

[image loading]

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[image loading]

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[image loading]


Aesthetics:+ Show Spoiler +

[image loading]

[image loading]


-2 Players
-136x136
-12 bases (2 golds)
-40 second rush distance from nat to nat

-No backdoor rocks to the naturals, as this opens up potential 3rds and different playstyles.

-The XWT placements cover both main walk way entries, but they are surrounded by LoS.

-Tarsonis Tileset, with agrian grass as well as agrian/bel'shir LoS.

-The map has a small tint of red to give it a dry, deserty feel (barely noticeable though).

-The easy quick 3rds are on high ground and they lean toward the middle, which makes them risky to take but they are heavily protected (walled in, on high ground), however they are blocked by rocks. Otherwise, you can take a linear 3rd through the back ramp at the natural. I realize people will say it's impossible to FE with no rocks there, but think metalopolis. A half-wall is still good, and it's very close to the back door, so it's not like your army has to run a mile to protect your natural
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 06:55 GMT
#2
After a couple tests tonight with masters players, I was told that I should make the 3 and 9 o'clock bases (on high ground) gold expansions blocked by rocks.

It was also of my own opinion that I need to add destructible rocks somewhere to block any sort of pathing... but i'm not 100% sure where. Previously I had some on the back-door to the naturals but I was told by several map makers that it'd be best if they were not there, and so right now everything is open.

What is your opinion community?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 17 2011 07:01 GMT
#3
On June 17 2011 15:55 IronManSC wrote:
After a couple tests tonight with masters players, I was told that I should make the 3 and 9 o'clock bases (on high ground) gold expansions blocked by rocks.

It was also of my own opinion that I need to add destructible rocks somewhere to block any sort of pathing... but i'm not 100% sure where. Previously I had some on the back-door to the naturals but I was told by several map makers that it'd be best if they were not there, and so right now everything is open.

What is your opinion community?


Those wing expansions look very easy to cover on ground, gold expansions should be in vulnerable territory, a risk. As for rocks, the map looks pretty restricted and I don't really see any pathways that should only be open 'later'.

Then again I haven't played the map, just some friendly theorycrafting.
I put the sexy in dyslexia.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 07:33 GMT
#4
On June 17 2011 16:01 Soluhwin wrote:
Show nested quote +
On June 17 2011 15:55 IronManSC wrote:
After a couple tests tonight with masters players, I was told that I should make the 3 and 9 o'clock bases (on high ground) gold expansions blocked by rocks.

It was also of my own opinion that I need to add destructible rocks somewhere to block any sort of pathing... but i'm not 100% sure where. Previously I had some on the back-door to the naturals but I was told by several map makers that it'd be best if they were not there, and so right now everything is open.

What is your opinion community?


Those wing expansions look very easy to cover on ground, gold expansions should be in vulnerable territory, a risk. As for rocks, the map looks pretty restricted and I don't really see any pathways that should only be open 'later'.

Then again I haven't played the map, just some friendly theorycrafting.


So it sounds like what you're saying is the high ground expansions in the 3 and 9 o'clock expansions have potential for being golds, and that there really isnt a place on the map for destructible rocks?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-06-17 07:48:31
June 17 2011 07:47 GMT
#5
i do not think DRs are really needed anywhere. i did not play this map, but from looking at the overview I get the impression that the bases at 4 and 10 infront of the mains might be better suited for gold because of there openness.
what about changing the 3 and 9 bases to low instead of highground?

the visuals are really nice. bleach and dust and still somehow beautifull. big step from your belshir-routine!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 07:53 GMT
#6
The 4 and 10 bases are probably better off being blocked golds. Plus if your opponent grabs that watch tower, he'll see it (golds are generally better if they can be seen by towers I think). I thought about the 3 and 9 high ground bases being gold but they seem too far away, making them less worthy to take because of the distance, and once it's attacked you've pretty much lost it and can't have a single chance to reinforce it.

Yes, i'm glad I got away from bel'shir ^^
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Jojo131
Profile Joined January 2011
Brazil1631 Posts
June 17 2011 12:20 GMT
#7
Im following it with my eyes and almost every corner I turn there's an expo!

I like the idea of tossing in a gold at the 4 and 10 o clocks just to mix things up, but perhaps remove the 1 and the 7 o'clock bases just to have some sort of area to fight without a base being in jeopardy? (asides the mid of course). Just my 2 cents.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 17 2011 12:56 GMT
#8
1 and 7 will be the normal 3rds, so removing this is kinda akward. When he really wants to remove bases i suggest those on low ground close to the mains.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 15:43 GMT
#9
@dezi: Those will be golds shortly.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
June 17 2011 16:01 GMT
#10
I like the aesthetics, although I think is way over-treed.

Other than that, it just seems a little boring. None of the expansions have any particular vulnerabilities. No golds or rocks or anything special really. So it's kinda meh, but not really bad.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-17 20:55:26
June 17 2011 16:45 GMT
#11
So far I have the 4 and 10 bases changed to golds block by rocks.

I realize its very bland because it's all trees, paths, and grass. What I will try to do is add some water pockets around the map that kinda narrow certain places down and make it a little more interesting, to say the least.

EDIT:

Also, i'm wondering what you guys think of this setup:

+ Show Spoiler +

[image loading]


There is a new ramp that was added that leads to the high ground 3rd. In addition, the back door to the natural was taken out.

For the attacker, he can choose to get on that high ground without the risk of running into a fortified natural. In addition, the flow of running through the high ground 3rd is much smoother for attack planning.

For the defendant, it would help him reinforce his 1/7 o'clock base more easily (once the rocks are down) instead of going all the way around to the natural first. When players do this (and i've seen it already in 4 games played), it leaves that low ground corner base super vulnerable to attack, and hardly ever have time to reinforce it.

As of right now, I have been testing it out and it works best with just one double-ramp near the 3rd (not blocked off), but the 3rd high ground would be blocked off by rocks.

Thoughts?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 20:49 GMT
#12
I had to update the images since photobucket crapped out on me with the bandwidth. No updated screenshots just yet as i'm still investigating what works best around the natural and 3rd.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 17 2011 21:06 GMT
#13
This one is easier to wall and FE to but the low 3rd is now a little further away and also harder to hold (due to the longer nat to low 3rd distance). So i'm also not sure ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 21:18 GMT
#14
well i could always remove the rocks at the high ground 3rd... might make things more interesting, so you have a choice.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 21:48 GMT
#15
Here is another setup I could do. It's similar to the other one, but less chokey, and it's harder to wall-off with a FE. It also makes the low-ground 3rd/4th feel closer.

+ Show Spoiler +

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Oldboysctv
Profile Joined August 2010
Canada58 Posts
June 17 2011 22:26 GMT
#16
i really like your last change, its really makes it better. your a great map maker keep up the great work. i will test it out tonight at a lan with some players and give you some feedback.
There will always be better and worse players then yourself
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 17 2011 23:04 GMT
#17
@OldBoy: These are just possibilities. They aren't final or official, or are they published changes. The only map you'll experience is the overview in the OP.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
lefix
Profile Joined February 2011
Germany1082 Posts
June 18 2011 01:18 GMT
#18
i think i liked the other ramp version better, it required the defender to move around more and made 3base turtling a little bit harder. i'm also not too fond of the close gold base. i'd rather have no gold bases on this map or at least move them as far away from the mains as possible. but maybe that's just my personal taste.
Map of the Month | The Planetary Workshop | SC2Melee.net
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 18 2011 05:14 GMT
#19
Then we'll just have to see if it tastes the same for everybody else
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 18 2011 16:05 GMT
#20
90-degree overview picture updated (I won't update the other pics until most things are final).

1) I added golds in at the 3 and 9 o'clock high ground bases, blocked by rocks.

2) I fixed the ramp by the natural that allows a choice to attack the 3rd or the natural. The ramp also allows a quicker and easier path to reinforce your low ground corner base if it is under attack.

Happy testing!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
June 18 2011 17:21 GMT
#21
This is looking really good. There's not much I can see that looks imbalanced.

My primary concern is how easy it is to hold 4 bases. I feel that it is very possible to lean towards Protoss and Terran because of how easily they can turtle up on 4 bases, and just push with a deathball. On the other hand, it might be okay since Zerg can essentially turtle up just as easily- they just need to be 1 expo ahead of the opponent almost all the time.

It might be beneficial in your future maps (not sure if its possible on this one) to make the 3rd and 4th slightly harder to hold, and allow more aggression/harass from the opponent. Notice how in Destination, taking a 3rd opens up a large ramp, and forces you to spread your army out a lot. The mineral only can be taken as a 3rd, but it forces you to break down a backdoor into your main.

So, if its possible, it would be good to discourage turtling on the 4 bases in Antiga Prime, possibly by making them more open. You could also reduce mineral count/gas count as a last resort.

Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-19 15:07:41
June 19 2011 06:07 GMT
#22
Do you have any suggestions or ideas on how to break a 4-base turtle? I think it's more of a 3-base because the low-ground corner base is heavily vulnerable (assuming your army was on the higher ground). You can't really split your army up in two open areas that are relatively far apart from each other because that guarantees not only a lost base, or a lost army, but perhaps the game.

I've been trying to experiment with the ramp between the nat and 3rd but it's really difficult to implement something without it getting in the way of the 3rd, so that's the best option. Other wise, if you look at the bases pics, you'll see the old natural ramp version. In that version, the ramp made it very hard to reinforce the corner base if it was under attack. It guarantees a lost base. If you built in the corner with that version, it's a risk. I had to make it easier for this one, and this is how it looks as of now.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Endymion
Profile Blog Joined November 2009
United States3701 Posts
June 19 2011 09:36 GMT
#23
Awesome map, playing it as we speak!
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-20 16:38:53
June 20 2011 16:34 GMT
#24
I am told that there should be 2 ramps to make 3-base turtling more vulnerable.

[image loading]

By adding one small ramp to the back of the natural (will be blocked by rocks), and leaving the current ramp as it sits (in the OP).

Or I could just leave both ramps open... giving quicker routes to bases, and more options of harass.

Thoughts?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Antares777
Profile Joined June 2010
United States1971 Posts
June 20 2011 16:45 GMT
#25
I'd leave both open. The small ramp into the natural does not make the natural as vulnerable as you'd think, I tried it on Hysteria, and to my surprise, it didn't tend to favor rush tactics.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
June 20 2011 17:04 GMT
#26
--- Nuked ---
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 20 2011 17:19 GMT
#27
@Antares:

I will give it a try and test it out. Then. I think it would make it more dynamic.

@Barrin:

The map overview in the OP is the only image that is up to date. I am not doing any base pics until it's really final (wastes picture space on my imageshack and stuff).
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 20 2011 17:36 GMT
#28
Okay, so this is what I have. 2 pics... one has units to give you a general idea of the actual size of the area and ramps:

+ Show Spoiler +

[image loading]

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 20 2011 17:51 GMT
#29
Those screenshots only show me I need a better graphicscard

Ontopic, I think this is just fine and you gotta keep it like this. The ramps may funnel, but its hard to walloff now so thats good. I like it alot.
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 20 2011 21:23 GMT
#30
It is of the opinion of a couple master zerg players that they "felt favored" and that I should add destructible rocks at the high ground 3rd base. What does the community think? These 4 bases are all fairly close. I think there has to be even a little limitations.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 21 2011 18:23 GMT
#31
OP updated. All screenshots are up to date.

I put some rocks at the high ground 3rd because I've had several master zergs tell me it was too easy to expand when the bases are this close, so it's appropriate to have rocks at the nearest 3rd base. There is still a low-ground 3rd around the back of the natural.

I did a little aesthetic work in the main base with decals, and around the map as well.

I also put some water pockets in various places to kinda make it feel more natural instead of just trees and grass.

Pathing/foliage fixed.

IronMan.714 on NA if you want to test it out.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SpecFire
Profile Joined December 2010
United States1681 Posts
June 21 2011 18:25 GMT
#32
I loved Scars of Aiur. Play it ALL the time. This map looks a little less interesting, any doodads you can put to make it look more nice?

Plus, where can I find your other maps if you have any?
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-21 18:31:04
June 21 2011 18:29 GMT
#33
I've been experimenting with lights in the trees (like scars of aiur) but it looks a bit funky because this is a desert/rugged area, and any lighting would look awkward with the general look and feel of the map, but as I said I am still experimenting. I plan to do a little doodad work in the near future once I square away the overall map balance and mechanics.

This is my 3rd real map. My second one was Scars of Aiur, and my very first one was Bel'Shir Walkway. My experience with the map editor has increased tenfold since I've made that map, so you will find bel'shir walkway a little out of place as far as doodading and architexture.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
MstrJinbo
Profile Joined March 2011
United States1251 Posts
June 21 2011 21:23 GMT
#34
One thing that concerns me is how easy it would be to turtle up on three bases. I'm not sure if this is possible but I think adding more space around the edges of the map would improve this a lot. The threat of drops and air harrass like banshees, Phoenix and mutalisk would force static defense or divert units for defending the main. This would make it harder to simply camp the death ball at the third.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 21 2011 21:30 GMT
#35
Poll: What kind of map should I make next?

City theme (like metalopolis) (8)
 
50%

Char/Lava theme (3)
 
19%

Barren roads, outposts, deserted wasteland (3)
 
19%

Beach/Island theme (2)
 
13%

Cave theme (0)
 
0%

Desert theme (0)
 
0%

Jungle theme (0)
 
0%

16 total votes

Your vote: What kind of map should I make next?

(Vote): Beach/Island theme
(Vote): Cave theme
(Vote): Char/Lava theme
(Vote): Desert theme
(Vote): Jungle theme
(Vote): City theme (like metalopolis)
(Vote): Barren roads, outposts, deserted wasteland

SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 21 2011 21:38 GMT
#36
Hmm I don't like any of those very much, I'd love to see some good maps with normal European climate nature that are bright and sunny :D
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
June 21 2011 21:43 GMT
#37
ooh i like this.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-06-21 23:18:43
June 21 2011 22:17 GMT
#38
This wasn't an option in your poll, but I think it would be cool if the kind of map you make next will be...
+ Show Spoiler +
...an underwater one?
DrizzyRNS
Profile Joined February 2011
United States30 Posts
June 22 2011 15:42 GMT
#39
Hey guys if you would like to see a game in action on IronMan's man check out RNSstarcraft on youtube i just casted a game with this map! here is the link TELL YO FRIENDS BOUT IT
-PART1
Its Gucci Time!!
lefix
Profile Joined February 2011
Germany1082 Posts
June 22 2011 16:15 GMT
#40
ohhhhhh! i love custom map casts :D
Map of the Month | The Planetary Workshop | SC2Melee.net
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 22 2011 17:58 GMT
#41
^^ when is part 2 getting released?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
DrizzyRNS
Profile Joined February 2011
United States30 Posts
June 23 2011 02:17 GMT
#42
ALREADY UP!
Its Gucci Time!!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 23 2011 05:27 GMT
#43
Lookin good buddy
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 23 2011 20:54 GMT
#44
Antiga Prime updated to 0.7.

The chokes between the XWT's and the low-ground corner bases was slightly widened (approx 5 FF can wall it off next to the gold ramps). In addition to 0.7, the gold rocks were removed.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 03 2011 20:15 GMT
#45
Re-published on NA as TPW Antiga Prime, version 1.0.

Also submitted to MotM#7!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Qegixar
Profile Joined May 2011
United States46 Posts
July 03 2011 20:28 GMT
#46
What does TPW stand for?
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 03 2011 20:34 GMT
#47
You'll never know XD
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-03 21:09:14
July 03 2011 20:58 GMT
#48
Map now on EU! Also had to generate the lighting map.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 10 2011 14:39 GMT
#49
This map is now a finalist in the MOTM#7!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 28 2011 07:30 GMT
#50
Well, Antiga Prime didn't win MotM#7, but there were great games on it, and i am personally grateful for the coverage it got!

TPW Antiga Prime may undergo a few hotfixes to perfect it even more (no balance changes) especially after the games played on it, so stay tuned for 1.3 in the near future.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
The Final Boss
Profile Joined February 2011
United States1839 Posts
August 04 2011 01:26 GMT
#51
Don't block bases by rocks. I personally think that bases shouldn't be blocked by rocks so that it is easier to take hidden expos and put more emphasis on scouting.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
August 04 2011 02:06 GMT
#52
On July 04 2011 05:28 Qegixar wrote:
What does TPW stand for?


The Planetary Workshop - the map making team which IronMan belongs to.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Talanthalos
Profile Joined September 2010
Germany153 Posts
August 04 2011 02:30 GMT
#53
i really like this map.
some friends and i played some cgs on it and it looks great.
as a terran player i can only speak for the T matchups:
TvT is really funny and good, because of the inability to contain ypur enemy on 3 bases. the position of the third also creates some unique situations of siege tank positioning.
TvP is also fine. you cant really denie the toss' third, but in the middle of the map you have an advantage.
TvZ has a lategame problem. you cant get a 4th and 5th without spreading yourself extremly thin.
positioning the small choke at your third a little bit more in direction to the gold would make it more defendable imo.

just my 2 cents
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