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[M] (4) TPW Seek and Destroy

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-20 22:50:53
October 05 2011 23:28 GMT
#1
[image loading]

-Banner by Johanaz-


Hey dudes, im back with one of my TL Contest entrys.
4 Player Rotational, does not need much description. Tried some Blizzard Textures, worked out pretty well.

General:
+ Show Spoiler +
Mapname: TPW Seek and Destroy
Uploaded: EU
Player: 4
Playable Bounds: 156x152
Bases: 12
XWT's: 4
Rocks: 4
Main/Main: Cross:171 Close:146
Nat/Nat: Cross:140 Close:116

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/sPy1W.jpg

Analyzer Overview:
+ Show Spoiler +
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]

Screenshots:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

TPW Mapmaking Team
DomiNater
Profile Blog Joined September 2010
United States527 Posts
October 05 2011 23:36 GMT
#2
Hey GL on the competition the Map looks great.

However, the first thing that popped out to me was the layout of the bases look almost identical to Nerazim Crypt.
After I captured the elephant in the room, swept her under the rug for the hell of it... I welcome you to the melting through, of a planet that was selfish in its development of a healthy view.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-10-05 23:57:24
October 05 2011 23:51 GMT
#3
--- Nuked ---
Gl!tch
Profile Joined December 2010
United States573 Posts
October 05 2011 23:55 GMT
#4
Cool cool. love the texturing/theme.

Worried about muta/banshee harass though. It would be very easy to pick of workers at the main then when the army arrives just move over to the third/fourth (depending on which you took, if i were in the top left and my zerg opponent was in the bottom left, i would definetly take the top right bases third as my third)
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Mereel
Profile Joined February 2010
Germany895 Posts
October 06 2011 00:00 GMT
#5
pretty sure the analyzer includes more space because there is more. but only to get rid of the black borders though. the correct playable size is in the overview picture.
TPW Mapmaking Team
monitor
Profile Blog Joined June 2010
United States2404 Posts
October 06 2011 02:12 GMT
#6
I love the look of it, the map has a nice rounded shape.

I think there are a few notable issues though, primarily the third. To me, it seems almost impossible to take in the counterclockwise position because it is ridiculously far away by ground. Static defense is pretty easy and it isn't very vulnerable by air (except by the highground cliff), but defending it with an army is next to impossible for Protoss (probably Terran too) without the tower since you are left in the wide open and the distance is extremely far. Additionally, the clockwise player has to break rocks to take a third defensively, while the other doesn't.

To me the best fix would be to add another ramp into the third to make it more neutral in different spawning positions. To fix the openness, I'd add a small choked area (see Shattered Temple) in between the natural and third to put an army; similar to the bridge, except closer to the natural.

As Barrin said, the middle seems a little bit too big and useless in close positions. I'd actually suggest making the whole thing thing a little bit smaller (maybe 144x144) to help this. Otherwise, there's not much I can suggest unfortunately.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
HKSpartan
Profile Joined June 2011
United States18 Posts
October 06 2011 02:26 GMT
#7
I see what you guys are doing naming your maps after Metallica songs.

I like the the visuals, clean for gameplay, but still a good bit of detail.

I also agree that the third isn't that easy to take, but I think it depends on the spawn positions.
bpat
Profile Joined September 2011
United States157 Posts
October 06 2011 03:05 GMT
#8
This map seems similar to Nerazim Crypt, but much bigger and with an open center. IMO a few high yield bases close to the middle (like on Antiga Shipyard) would make this map much better.
Mereel
Profile Joined February 2010
Germany895 Posts
October 06 2011 13:43 GMT
#9
the expand layout is actually ccw monitor. as a protoss player i would just block my natural entrance completely, break the rocks and expand. its quite save with the double ramp and the xelnaga infront of it. depends on the spawning position ofc. if my enemie is right behind the wall then i take the cw expand. and there u have the same situation, its a little bit farther away but save because its only a double ramp which u can block easily, its highground and u have a xelnaga infront of it.

air haras isnt an arguable topic because that happens on every map, just deal with it.
TPW Mapmaking Team
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 06 2011 13:59 GMT
#10
I do think that close spawn rotatinal imbalances are a big problem on this map. Especially on mirror match ups. I also think that the map is too big (for so few bases).


Damn, all of my points have been posted before... Oh right. I think that the map name is just TERRIBLE.
mogoh
Profile Joined August 2011
Germany109 Posts
October 06 2011 19:17 GMT
#11
I just played the map against an AI and think the watchtowers should be a bit more in the center.
Antares777
Profile Joined June 2010
United States1971 Posts
October 06 2011 19:23 GMT
#12
Er... I kinda dislike this map.

Getting a third is really confusing, and with a potential third as part of a main is not a good idea in my honest opinion. There's no sweet spot to place an army when you're on three bases. I don't like the watchtower position, they reveal too much. And to top it off, the map name is really goofy.
monitor
Profile Blog Joined June 2010
United States2404 Posts
October 06 2011 22:18 GMT
#13
On October 06 2011 22:43 Mereel wrote:
the expand layout is actually ccw monitor. as a protoss player i would just block my natural entrance completely, break the rocks and expand. its quite save with the double ramp and the xelnaga infront of it. depends on the spawning position ofc. if my enemie is right behind the wall then i take the cw expand. and there u have the same situation, its a little bit farther away but save because its only a double ramp which u can block easily, its highground and u have a xelnaga infront of it.

air haras isnt an arguable topic because that happens on every map, just deal with it.


I am saying that I dislike how the yellow lines are so much different based off of the spawn position.

[image loading]

Shakuras's third is about half as far (for the clockwise player), which makes it more viable. Also there is an expansion against the main which is the usual expansion for Protoss and Terran since they don't like open spaces or spreading out.

As I said before, adding another ramp to the third or moving the present one towards the main to equalize the distance would help. You could also add a small lowground choke between the natural and the third like on Shattered Temple.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Fealthas
Profile Joined May 2011
607 Posts
October 07 2011 00:59 GMT
#14
Interesting map.
The distance of the third from the natural could be a problem though.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2011-10-07 11:36:03
October 07 2011 11:35 GMT
#15
Pretty cool map, but it might be Zerg favoured... Not sure until I've played games on it though. I say this because I am Zerg and I have a good understanding of what is good and bad for Zerg. If it turns out that it isn't Zerg favoured however, I would love to have this map in the ladder pool.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
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