|
![[image loading]](http://i.imgur.com/nqi1n.jpg)
Deconstructed is the second and final 2v2 map that I have made for the Prodigy Team Starleague. Deconstructed is named after the song Deconstruction by the Devin Townsend Project (CHEESEBURGER?). The concept of this map went through many stages in my head before the main idea became clear: I wanted there to be a lot of tension between moving your army to your ally's side of the map. I feel I've done this well, without sacrificing any gameplay or strategy.
Features -Two backdoor expansions with a single geyser, blocked by destructible debris -Single expansion in the main path between you and your ally -Gold expansion on the other side of the cliff near the middle -Natural expansion easy to wall -Two Xel'Naga Towers above the ramps leading into the side expansions spotting all movement through that side of the map -All paths from you to your ally's side of the map are more narrow than that to your opponent. Cross the map carefully, use teamwork to avoid getting caught off guard.
Specs Map Size: 154x158 Expansions: 18 blue, 2 gold XNT: Two, above the ramps leading into the side expansions Tileset: Avernus with Space Platform cliffs
Check out the other PTSL map, Citadel of Gaia!
Closeup ImagesRed Side Backdoor Expos ![[image loading]](http://i.imgur.com/ZTuc3.jpg) Red Side Backdoor Expos ![[image loading]](http://i.imgur.com/fpdTr.jpg) Main Base ![[image loading]](http://i.imgur.com/hA7Ef.jpg) One of the side expo pods ![[image loading]](http://i.imgur.com/5tcUW.jpg) Neutral center ground with blue/red textures on either side ![[image loading]](http://i.imgur.com/T1fna.jpg) The other side expo pod ![[image loading]](http://i.imgur.com/LkFKI.jpg) Blue side gold expo & Cliff ![[image loading]](http://i.imgur.com/1rvXn.jpg) Blue side backdoor expos ![[image loading]](http://i.imgur.com/T5fVX.jpg)
Note from the authorprodiG I thought you retired?!?!?! Well, before I announced my retirement I had committed to the PTSL that I would make a pair of 2v2 maps for their league and I am not someone to back down on prior commitments. I'm still "retired," but I'll still be following up with these 2v2 maps. This is the last of them. I hope you all enjoy it! I've always wanted to try Avernus... I can't say I really like working with it 
Follow me on twitter!
Check out the thread on r/starcraft! (Upvote pl0x? <3)
|
|
looks sweet man!
Sad that this will be your last map in the forseeable future, but its a good one to end on!
|
My first impression: Holy **** you can take a fast 3rd! My second impression: Holy **** you can take a fast 3rd!
Anyways, this map is good. If this were in the 2v2 pool as opposed to the other terrible maps I would play 2v2 a lot more. I have no criticism. Keep up the great maps!
|
I'm loving how the further the game goes on, the further the expansions get from your ally's expansions, decreasing the amount of double deathball vs double deathball fights, yet still leaves the expansions just close enough that helping your ally isn't completely out of your way.
|
i think its too much like gutterhulk but it looks good.
|
|
Awesome! We couldn't be happier with the maps you've given us!
|
This is prodig's last map???
|
On June 21 2011 15:44 IronManSC wrote: This is prodig's last map??? Until evolution gives us 36 hour days and where we can live off of four hours of sleep, most likely.
<3
|
On June 22 2011 00:56 prodiG wrote:Until evolution gives us 36 hour days and where we can live off of four hours of sleep, most likely. <3 Tbh. this might come at some point, the earths rotation is slowing down ^_^..... Gonna be a while tho, your probrably not gonna be alive... Too bad eh?
On another note, Great map, looks awesome!
Im wondering about the watchtower range, can it see CC/Nexi/Hatches at side expo's?
|
On June 22 2011 00:56 prodiG wrote:Until evolution gives us 36 hour days and where we can live off of four hours of sleep, most likely. <3
Learn Polyphasic sleep and use the extra 6 hours or so you get for making maps 
On topic: I don't understand 2v2 but always thought non-shared bases lead to 2v1 rushes. Am I right and if so, why isn't this a problem on this map?!
|
IncRedIblE Map to say in a word...........!!!!!
|
On June 22 2011 01:27 Ragoo wrote:Show nested quote +On June 22 2011 00:56 prodiG wrote:On June 21 2011 15:44 IronManSC wrote: This is prodig's last map??? Until evolution gives us 36 hour days and where we can live off of four hours of sleep, most likely. <3 Learn Polyphasic sleep and use the extra 6 hours or so you get for making maps  On topic: I don't understand 2v2 but always thought non-shared bases lead to 2v1 rushes. Am I right and if so, why isn't this a problem on this map?! The towers are in a position that you can scout the rush if you're controlling them and be prepared to help your ally in time. The map is all about having that information so you can move with your ally where you need to be when you need to be there. Players who just sit back, turtle and hope to not die to a rush will probably get wasted by those kinds of rushes but this map has some options for players to use to counteract that should they choose to adapt.
|
|
awesome map dude I love you
|
This is an awesome map. PTSL looks really good, waiting on what teams sign up.
|
Seriously, I don't like this map at all. I think its just another fail design for a 2on2 map. The problem is that ur allys base is soooo far away and u have to defend alone. Furthermore the main base is vulnearble to warpins and other stuff.
I think this map looks like Monlyth ridge in the surface of a macro map.
|
map looks pretty good, alot better than those _shitty_ new 2x2 maps blizzard gonna release, and alot better than all those shared base maps
|
On June 22 2011 18:31 kAra wrote: map looks pretty good, alot better than those _shitty_ new 2x2 maps blizzard gonna release, and alot better than all those shared base maps
because u play PZ kara 
|
well playing without a zerg is your own decision and wont get you far in 2x2, camping maps will hurt 2x2 in the long run even when it makes TP playable (for a few maps) ..
|
|
Just from a balance point of view its kind of bad. Bases so far apart. Not to mention I feel like the ability to secure such an easy third and fourth would make zerg almost OP. T can take third in mid and just PF that shit.
|
On June 22 2011 22:01 aztecx wrote: Just from a balance point of view its kind of bad. Bases so far apart. Not to mention I feel like the ability to secure such an easy third and fourth would make zerg almost OP. T can take third in mid and just PF that shit. What is a PF going to do to stop harassment coming in from the high ground? Not much...
|
the two pairs of middle expos that are connected are kinda rediculous and would leave some weird mid-late game scenarios... since there is only 1 choke
|
On June 22 2011 23:15 prodiG wrote:Show nested quote +On June 22 2011 22:01 aztecx wrote: Just from a balance point of view its kind of bad. Bases so far apart. Not to mention I feel like the ability to secure such an easy third and fourth would make zerg almost OP. T can take third in mid and just PF that shit. What is a PF going to do to stop harassment coming in from the high ground? Not much...
If someone manages to successfully drop the high ground behind the mineral line during the late game, you're probably in bronze league. The map is very similar to gutterhulk, which is very heavily weighted towards early game all-ins. Adding 10 extra expos will not make the map a macro map.
|
On June 23 2011 00:30 aztecx wrote:Show nested quote +On June 22 2011 23:15 prodiG wrote:On June 22 2011 22:01 aztecx wrote: Just from a balance point of view its kind of bad. Bases so far apart. Not to mention I feel like the ability to secure such an easy third and fourth would make zerg almost OP. T can take third in mid and just PF that shit. What is a PF going to do to stop harassment coming in from the high ground? Not much... If someone manages to successfully drop the high ground behind the mineral line during the late game, you're probably in bronze league. The map is very similar to gutterhulk, which is very heavily weighted towards early game all-ins. Adding 10 extra expos will not make the map a macro map. Are we talking about the Gold or the Third on the other side of the cliff? The gold can get shot from the middle, but the third is the nice wide lane for you to transfer your army to your opponent's side of the map.
EDIT: For the record, not having shared bases does not automatically ruin the map. Years of Professional Brood War 2v2 and high/consistent 2v2 ladder winrates (select/optikzero, etc) can attest to that . You can adapt your scouting to react to that kind of thing once you get some time in on the map. Also, if both teams go for an early game rush and trade armies, is that not often the start of a macro-oriented game?
|
Can't wait to see some pro games played on this map tomorrow :D
|
On June 24 2011 03:32 PTSL-Ardivan wrote: Can't wait to see some pro games played on this map tomorrow :D Me neither, my favorite thing about making maps is seeing players try to figure out all of the things I put on the map and then see them take it above and beyond
|
|
|
|