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[M] (2) CruX Metropolis

Forum Index > SC2 Maps & Custom Games
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LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2011-12-27 11:43:31
December 03 2011 05:01 GMT
#1
Map Overview
+ Show Spoiler +

[image loading]

[image loading]

[image loading]
(4)Metropolis
Suggest players 4
Playable 150 X 150
Published KR

Created by LSPrime

Plains of Despair
http://teamcrux.tistory.com/19

More Screenshot
+ Show Spoiler +

[image loading]

[image loading]

[image loading]
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 03 2011 05:15 GMT
#2
Absolutely gorgeous map, I'm seriously jealous. Not just the aesthetics though - although that part is really sick - the layout looks cool too. The creep tumors look out of place though, visually speaking. I think just for fun you could try a hostile missile turret though
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
LS
Profile Joined March 2011
Korea (South)145 Posts
Last Edited: 2011-12-03 09:53:19
December 03 2011 05:26 GMT
#3
[image loading]
and zerg can not build hatchery before remove creep tumor

On December 03 2011 14:15 MisfortuneS Ghost wrote:
Absolutely gorgeous map, I'm seriously jealous. Not just the aesthetics though - although that part is really sick - the layout looks cool too. The creep tumors look out of place though, visually speaking. I think just for fun you could try a hostile missile turret though

LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Tazerenix
Profile Joined December 2010
Australia340 Posts
December 03 2011 05:52 GMT
#4
Very nice map~

I assume there are no close by ground spawns?

If you want LSPrime I can upload to NA for you.
Hydrox911
Profile Joined October 2010
United Kingdom261 Posts
December 03 2011 06:37 GMT
#5
Beautiful map, would love to see some pro games on this.
No, Your Quote.
Rikke
Profile Joined November 2011
Germany302 Posts
December 03 2011 06:42 GMT
#6
Looks awesome, there are way to few City-Maps. I hope we see it in the GSL.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 03 2011 07:50 GMT
#7
This is interesting. I like the middle, fully of various chokes and paths, but with open enough bases. This is something which, I am not sure is good or not, but is definitely interesting not as explored so far in the game.

Also, the creep tumor is a nice touch there.
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
Amlitzer
Profile Joined August 2010
United States471 Posts
Last Edited: 2011-12-03 08:08:19
December 03 2011 07:51 GMT
#8
Absolutely stunning map, another job well done LSPrime. I do have one concern I would like to raise though that worries me; it seems like it's really easy for a player, especially a terran, to turtle off of 5 bases and then push out with a 200/200 army. Also, do you mind telling me if it's possible for a siege tank to attack the mineral line and/or gas of the middle non-island expos from one of the mains?
"Not even justice, I want to get truth!"
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 03 2011 09:42 GMT
#9
If you didnt know this is just reskin of plains of despair.
UnOv3rRaT3d
Profile Joined November 2011
United States6 Posts
December 03 2011 09:47 GMT
#10
I just jizzed in my pants... DLing this ASAP! Will post feedback soon.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
December 03 2011 11:12 GMT
#11
This one has split map scenario written all over it - even more than Shakuras. :/

Not sure that is a problem per se, but I prefer maps that do not highly encourage that.
I love.
Hermanoid
Profile Joined March 2011
Sweden213 Posts
December 03 2011 11:21 GMT
#12
Unless the creep tumors have drains with a 200 cubic meter/second airflow underneath them (creep moves out of the way faster), the islands are going to be easier to take for Z. I'm all for the idea of a hostile turret instead, or covering the area with scantipedes on hold.
xyzåäö
Superouman
Profile Blog Joined August 2007
France2195 Posts
December 03 2011 11:28 GMT
#13
I don't see the utility of creeped islands. Players take islands so rarely and you put a handicap to the one wanting to take it. For example, on Sanshorn Mist AE, i never saw any player take the islands, and they don't have anything blocking them.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Hermanoid
Profile Joined March 2011
Sweden213 Posts
December 03 2011 11:43 GMT
#14
At the same time, a fortified island taken during a period when one is ahead can be very hard for the opponent to break, right? That should even things up. I'd personally like to see top tier pros battle with island expansions on the map once more. The last time we saw that might not even have been this year, and things have changed since then.
xyzåäö
Conquerer67
Profile Joined May 2011
United States605 Posts
Last Edited: 2011-12-03 12:01:47
December 03 2011 12:00 GMT
#15
Nice job. It looks like it would have the same type of games as the regular metal does, only with islands.

And as for the creeped islands, I think it doesn't really matter if it has a tumor or not. Except in really early game, any decent zerg should have any islands creeped up themselves, so this is just so that Terran can't exploit the lack of overlord creep spread in the early game.

EDIT: And in PvT, would you rather have rocks and have to drop your army in to clear the expo?
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
Ruscour
Profile Blog Joined April 2011
5233 Posts
December 03 2011 12:32 GMT
#16
On December 03 2011 20:28 Superouman wrote:
I don't see the utility of creeped islands. Players take islands so rarely and you put a handicap to the one wanting to take it. For example, on Sanshorn Mist AE, i never saw any player take the islands, and they don't have anything blocking them.

I think you would've seen it more by Terrans as players got on the map before because a lot of Terrans are starting to take a hidden base, drop all their MULEs there so that they get more out of their main/natural. The creep tumor prevents that...but I can't really see how island bases would be a good idea for any other race. For Zerg unless you use that specific Hatchery for muta production (which requires more macro actions and such), you need a macro hatch to make up for the production, they're pretty much impossible to take for Protoss (unless they open Phoenix or something) and probably too good for Terran in comparison.

If anyone could explain why islands are good for gameplay, I'm all ears, I just don't see it.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-12-03 12:57:11
December 03 2011 12:55 GMT
#17
it looks really nice

but i dont like this movement towards easy and safe thirds


On December 03 2011 18:42 Sea_Food wrote:
If you didnt know this is just reskin of plains of despair.


nor do i like this movement of reskinning maps and releasing them as 'new'
starleague forever
Sloke
Profile Joined February 2010
Germany2433 Posts
December 03 2011 13:24 GMT
#18
Amlitzer:
Absolutely stunning map, another job well done LSPrime. I do have one concern I would like to raise though that worries me; it seems like it's really easy for a player, especially a terran, to turtle off of 5 bases and then push out with a 200/200 army. Also, do you mind telling me if it's possible for a siege tank to attack the mineral line and/or gas of the middle non-island expos from one of the mains?


The same concerns as i have with this layout. The 2 only chokes that seperates the 5 bases on one side from the middle are so small or should i say non-existend. And if u would say: "so it's ok just take more expos and harass" i think the air-space around the mains are also quiet small. Here a pic for better understanding:

+ Show Spoiler +
[image loading]


Land of Confusion - Genesis/Disturbed/Stella Starlight Trio
NunedQ
Profile Joined March 2011
Germany235 Posts
December 03 2011 13:40 GMT
#19
I agree with the posts saying turtling is too easy. Maybe you could make it possible for air units to fly behind the mains to harass the naturals and thirds?
Amlitzer
Profile Joined August 2010
United States471 Posts
Last Edited: 2011-12-03 20:34:46
December 03 2011 20:32 GMT
#20
On December 03 2011 22:24 Sloke wrote:
Show nested quote +
Amlitzer:
Absolutely stunning map, another job well done LSPrime. I do have one concern I would like to raise though that worries me; it seems like it's really easy for a player, especially a terran, to turtle off of 5 bases and then push out with a 200/200 army. Also, do you mind telling me if it's possible for a siege tank to attack the mineral line and/or gas of the middle non-island expos from one of the mains?


The same concerns as i have with this layout. The 2 only chokes that seperates the 5 bases on one side from the middle are so small or should i say non-existend. And if u would say: "so it's ok just take more expos and harass" i think the air-space around the mains are also quiet small. Here a pic for better understanding:

+ Show Spoiler +
[image loading]



Yeah personally I think that repositioning the main's minerals and gas to have them facing the middle would make harras a lot easier on this map, which I think would help discourage turtling. It would also help zerg and protoss players brake a terran players defenses. The zerg player can get broodlords to attack the mains and a protoss player can get colossus or even voidrays to do the same.

+ Show Spoiler +
[image loading]
"Not even justice, I want to get truth!"
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 03 2011 21:29 GMT
#21
lol @ amlitzer...

no. just no.

User was temp banned for this post.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Amlitzer
Profile Joined August 2010
United States471 Posts
December 03 2011 21:45 GMT
#22
On December 04 2011 06:29 IronManSC wrote:
lol @ amlitzer...

no. just no.

Great argument, in particular I love the lack of basic grammatical skills I feel it adds a nice touch.
"Not even justice, I want to get truth!"
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 03 2011 21:54 GMT
#23
On December 04 2011 06:45 Amlitzer wrote:
Show nested quote +
On December 04 2011 06:29 IronManSC wrote:
lol @ amlitzer...

no. just no.

Great argument, in particular I love the lack of basic grammatical skills I feel it adds a nice touch.



I don't understand what grammatical skills I am "lacking" in particular other than not capitalizing a word... BUt, if you face the minerals toward the center you make it extremely hard for zerg since they will have to circle around the main to get any siege units that are firing into the minerals.

Try not to troll a map-maker into implementing a feature you would love to abuse for harassment, and don't troll me over grammatical skills.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ArcticRaven
Profile Joined August 2011
France1406 Posts
December 03 2011 21:59 GMT
#24
Void-Ray-reachable mains means..... siegable mains. And that is BAD.

No seriously, turtling on five bases is so easy..... Rejoin the two chokes leading into the center from the beginning area and things should be easier. Or better yet, make the center highground. Anyway, the map is quite imbalanced in its current state.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
December 04 2011 01:12 GMT
#25
On December 03 2011 22:24 Sloke wrote:
Show nested quote +
Amlitzer:
Absolutely stunning map, another job well done LSPrime. I do have one concern I would like to raise though that worries me; it seems like it's really easy for a player, especially a terran, to turtle off of 5 bases and then push out with a 200/200 army. Also, do you mind telling me if it's possible for a siege tank to attack the mineral line and/or gas of the middle non-island expos from one of the mains?


The same concerns as i have with this layout. The 2 only chokes that seperates the 5 bases on one side from the middle are so small or should i say non-existend. And if u would say: "so it's ok just take more expos and harass" i think the air-space around the mains are also quiet small. Here a pic for better understanding:

+ Show Spoiler +
[image loading]




You don't want air-space around the main, it makes medivacs/mutas/banshees far too safe. If you are going to be aggressive you have to expect to take some losses, its way too easy to just clown around the back of the main waiting for the army to move out.

There is really smooth transition from 2nd to 3rd to 4th to 5th. Having difficult 2+ expansions forces a choice of 2 problematic decisions, turtling on a small amount of bases, afraid to push out because they know that if they lose their army they cannot reinforce, or going all-in because they won't be able to achieve enough map control to get a third safely.

Nothing wrong with making lots of bases easily wall able. This is a vital component for non head-on aggressive tech strategies, as well as mech. Some people think that having lots of bases will cause turtling, but its lack of "map control-ability" that will cause turtling.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
FlaShFTW
Profile Blog Joined February 2010
United States10153 Posts
December 04 2011 03:40 GMT
#26
really nice looksing map. extremely good though this map does encourage turtling play....
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Amlitzer
Profile Joined August 2010
United States471 Posts
December 04 2011 03:42 GMT
#27
On December 04 2011 06:54 IronManSC wrote:
Show nested quote +
On December 04 2011 06:45 Amlitzer wrote:
On December 04 2011 06:29 IronManSC wrote:
lol @ amlitzer...

no. just no.

Great argument, in particular I love the lack of basic grammatical skills I feel it adds a nice touch.



I don't understand what grammatical skills I am "lacking" in particular other than not capitalizing a word... BUt, if you face the minerals toward the center you make it extremely hard for zerg since they will have to circle around the main to get any siege units that are firing into the minerals.

Try not to troll a map-maker into implementing a feature you would love to abuse for harassment, and don't troll me over grammatical skills.

The whole point in moving the minerals is to make them easier to harass. I don't understand at all why you are implying that would be an unfair advantage for terran. If anything, it would actually be easier for mutas to harass than it would be for siege tanks to siege the mineral line. No matter where you spawn you are going to have to get mutas, where as terran is not always going to get siege tanks. Even if you get siege tanks, a siege in that location is not a smart idea since you would end up losing the tanks 99% of the time. It's also highly doubtful that a siege at that location would be able to even brake even economic wise. Not to mention as Artosis always says the proper way to play mech is to not lose any siege tanks while building up your force and then pushing out. The zerg player does not have such an option, he has to go mutas in order to harass his opponent's expos. This isn't metal where you can sometimes sneak down the opposite lane and attack one of the other mains/naturals. This is due to the fact that on this map the two paths are right next to each other, in comparison to metal which has a large enough gap to fit an entire gold base. I don't know about you, but I'm getting sick and tired of seeing these split map situations where the player take their half of the map and then push out with 200/200. It's like I'm watching bronze players play except it's off of 5 base instead of 1.

I'm not "trolling" you, I'm sorry you have to resort to such baseless claims to cover your own ass. I probably will not even get the chance to play on this map outside of custom games with friends so why would I "troll" LSPrime into implementing a "favorable" feature? Just because my view opposes yours does not make my motives without good intentions. I also don't care that you are a "map maker", I'm a map maker to, which is why I'm in this thread in the first place. Let me guess, you think just because you are on some map making clan that that gives you some sort of authority over map analysis? I'm sorry but TPW always has and always will be a second-tier map making team in comparison to the likes of ESV and the GSL people, so I honestly do not care you are on a "team".
"Not even justice, I want to get truth!"
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
December 04 2011 04:02 GMT
#28
Hey is there anyway we can play on SEA or NA. I REALLY WANNA TRY THIS MAP!

kamsa
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Timetwister22
Profile Joined March 2011
United States538 Posts
December 04 2011 04:11 GMT
#29
If the minerals are to be moved, they should be moved so that only air harass can take advantage. Allowing siege tanks, colossus, or Infestors to siege the main mineral line is just bad. However, just putting the middle on the high ground and widening the two paths would help with the turtling issue.
Former ESV Mapmaker | @Timetwister22
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-12-04 04:32:56
December 04 2011 04:31 GMT
#30
On December 04 2011 12:42 Amlitzer wrote: I'm sorry but TPW always has and always will be a second-tier map making team in comparison to the likes of ESV and the GSL people, so I honestly do not care you are on a "team".

You were doing good until here, man. I don't like IronManSC's approach here at all, either, but using that as an opportunity to take a dump on the passions and work of the rest of his team is pretty lame. How do you get as good as ESV/GSL? You work at it, and that's what I've seen a lot of TPW do. What you're doing to IronMan is just punching back. That's pretty much it. Take his negativity and use it as an opportunity to build a positive forum environment, please, for myself, yourself, and to further the goal of the whole mapmaking community: to make awesome maps.

IronMan, I encourage you to not lower yourself to the meme-ish "no. just no". If you don't like someone's suggestion,and their explanations fall short, I encourage you to explain your reservations and ask if they've considered them. Encourage discussion, not condescension.

And to everyone else, I encourage you to discourage petty mud-flinging where ever its found, and foster discussion, not condescension. Let's keep the map making forum a nexus of awesome, and not let it descend into a drama fest worthy of MTV, yeah yeah?

<3
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 04 2011 05:16 GMT
#31
On December 04 2011 13:31 FoxyMayhem wrote:
And to everyone else, I encourage you to discourage petty mud-flinging where ever its found, and foster discussion, not condescension. Let's keep the map making forum a nexus of awesome, and not let it descend into a drama fest worthy of MTV, yeah yeah?

<3

Indeed. Less Jersey Shore, more Beavis & Butthead.
Oh, wait, that might not be good either...
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-12-04 05:25:06
December 04 2011 05:23 GMT
#32
First off, Amlitzer, I said your mineral idea was a unfair advantage to zerg specifically because in the early game you don't have muta. Siege tanks can easily park there and siege the main mineral line, and as zerg you have to run down your ramp, around your natural, and all the way around the main base just to deal with it. Sure, muta harass would benefit from it, but think about the early game for zerg in that situation? That's my point.

Second, I was not commenting about myself being a map-maker. Yes, I am one, but I was referring to LSPrime when I said that, not me. Just so that misunderstanding is out of the way. It's pretty low of you to publicly insult me and the rest of the TPW map-makers though and basically just say we're second rate when we've only been around for 3-4 months. I thought that was unnecessary, so please do not bring my team members into this.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Warpath
Profile Joined April 2010
Canada1242 Posts
Last Edited: 2011-12-04 05:47:34
December 04 2011 05:47 GMT
#33
The creep IS produced from the tumor on the islands, right? That would suck for T/P to kill the tumor whereas a Zerg can just kill the tumor and plant the hatch, and even pre-place spores or something if he needed to.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10332 Posts
Last Edited: 2011-12-04 05:56:13
December 04 2011 05:54 GMT
#34
OMG so good!

new metalopolis?

can u spawn close positions?

also genius creep tumor idea, the creep tumor is annoying for all 3 races but it helps zerg since they can build on creep! and islands are harder for them to defend =O
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 04 2011 06:22 GMT
#35
Have there been any gameplay changes from the original lava version (Plains of Despair)?
very cool visuals!
This is it... the alpaca lips.
Proko
Profile Joined February 2011
United States1022 Posts
December 04 2011 07:23 GMT
#36
This is a beautiful map. I hope it gets used in GSL and other tourneys soon!
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-12-04 08:44:25
December 04 2011 08:43 GMT
#37
On December 04 2011 12:42 Amlitzer wrote:
Show nested quote +
On December 04 2011 06:54 IronManSC wrote:
On December 04 2011 06:45 Amlitzer wrote:
On December 04 2011 06:29 IronManSC wrote:
lol @ amlitzer...

no. just no.

Great argument, in particular I love the lack of basic grammatical skills I feel it adds a nice touch.



I don't understand what grammatical skills I am "lacking" in particular other than not capitalizing a word... BUt, if you face the minerals toward the center you make it extremely hard for zerg since they will have to circle around the main to get any siege units that are firing into the minerals.

Try not to troll a map-maker into implementing a feature you would love to abuse for harassment, and don't troll me over grammatical skills.

The whole point in moving the minerals is to make them easier to harass. I don't understand at all why you are implying that would be an unfair advantage for terran. If anything, it would actually be easier for mutas to harass than it would be for siege tanks to siege the mineral line. No matter where you spawn you are going to have to get mutas, where as terran is not always going to get siege tanks. Even if you get siege tanks, a siege in that location is not a smart idea since you would end up losing the tanks 99% of the time. It's also highly doubtful that a siege at that location would be able to even brake even economic wise. Not to mention as Artosis always says the proper way to play mech is to not lose any siege tanks while building up your force and then pushing out. The zerg player does not have such an option, he has to go mutas in order to harass his opponent's expos. This isn't metal where you can sometimes sneak down the opposite lane and attack one of the other mains/naturals. This is due to the fact that on this map the two paths are right next to each other, in comparison to metal which has a large enough gap to fit an entire gold base. I don't know about you, but I'm getting sick and tired of seeing these split map situations where the player take their half of the map and then push out with 200/200. It's like I'm watching bronze players play except it's off of 5 base instead of 1.

I'm not "trolling" you, I'm sorry you have to resort to such baseless claims to cover your own ass. I probably will not even get the chance to play on this map outside of custom games with friends so why would I "troll" LSPrime into implementing a "favorable" feature? Just because my view opposes yours does not make my motives without good intentions. I also don't care that you are a "map maker", I'm a map maker to, which is why I'm in this thread in the first place. Let me guess, you think just because you are on some map making clan that that gives you some sort of authority over map analysis? I'm sorry but TPW always has and always will be a second-tier map making team in comparison to the likes of ESV and the GSL people, so I honestly do not care you are on a "team".


Maybe he called you a troll, because he respects you so much that he couldn't believe you would actually have such an retarded "view", still after being in the sc2 community for a while, let alone the map making community. If main is siegeble from low ground that is very far from ramp the map is broken.

Furthermore ZvT is very playable with 0 mutalisk, but you will not find a single terran in master league or higher that wont have a siege tank still after 15min mark in TvZ.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
December 04 2011 22:39 GMT
#38
I'm really hoping that this map gets put up on NA soon... It is a gorgeous map and I feel that it has the potential to replace metal once and (finally) for all... Even in the map-pool
lovablemikey
Profile Joined October 2010
264 Posts
December 06 2011 22:37 GMT
#39
This map is super beautiful, but I think the layout is too typical. A few people have brought up some caveats that I agree with, but those aside, I don't think this map does anything differently enough. I'm assuming you don't want to spend a lot of hours changing things because the details are so polished already, so I'll gently encourage you to call this done and start your next map. Although, some of the suggestions others have made would be easy. Do those!
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
December 08 2011 23:15 GMT
#40
On December 07 2011 07:37 lovablemikey wrote:
This map is super beautiful, but I think the layout is too typical. A few people have brought up some caveats that I agree with, but those aside, I don't think this map does anything differently enough. I'm assuming you don't want to spend a lot of hours changing things because the details are so polished already, so I'll gently encourage you to call this done and start your next map. Although, some of the suggestions others have made would be easy. Do those!



This map, even the name, is really really simple to metal, just an updated/better version. Like Calm Before the Stormw as based off of Delta Quadrant, this seems to be based off of metal. Which I'm fine with, because Jesus metal needs to die already.
chadissilent
Profile Blog Joined September 2010
Canada1187 Posts
December 08 2011 23:59 GMT
#41
I worry about the ease of taking 3rd/4th/5th bases as a P/T with small, simple walls. This negates any harassment in the ZvP/ZvT matchups as forcefields and sim-city reduce any opportunity to harass through these narrow chokes.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
December 27 2011 11:25 GMT
#42
Congrats on becoming a GSL map!! Hopefully it plays out nicely.
VERY FRAGILE, LIKE A BABY PANDA EGG
ChriS-X
Profile Joined June 2011
Malaysia1374 Posts
December 27 2011 11:29 GMT
#43
really hope close by ground spawns are disabled, otherwise it'll just be like the old metalopolis
RoboBob
Profile Blog Joined September 2010
United States798 Posts
December 27 2011 11:31 GMT
#44
The creeped island is a cool idea. But the current tumor placement is bad. It will take too long for the creep to dissolve for either Protoss or Terran to take that base effectively. But Zerg can just Nydus one Drone there to kill the Tumor and plant the Hatchery immediately.

Why not move the tumor closer to the center of map? I don't mind Zergs being able to take the island right away, as long as the creep can be cleared quickly.
CycoDude
Profile Joined November 2010
United States326 Posts
December 27 2011 11:47 GMT
#45
or just not have a tumor there at all; replace with a destructible neutral building. i like the simple layout, and the natural is at least safe compared to metal, but i don't feel as good about that area around the nats and third. very tight; i can see protoss and terran doing well here with ff and seige.

we'll see how it goes i guess...
Yoshi Kirishima
Profile Blog Joined July 2009
United States10332 Posts
December 27 2011 11:48 GMT
#46
Hurray for islands! (hurray for air play!!!)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Andreas
Profile Blog Joined January 2011
Norway214 Posts
Last Edited: 2011-12-27 11:55:06
December 27 2011 11:52 GMT
#47
On December 27 2011 20:31 RoboBob wrote:
The creeped island is a cool idea. But the current tumor placement is bad. It will take too long for the creep to dissolve for either Protoss or Terran to take that base effectively. But Zerg can just Nydus one Drone there to kill the Tumor and plant the Hatchery immediately.

Why not move the tumor closer to the center of map? I don't mind Zergs being able to take the island right away, as long as the creep can be cleared quickly.

I completely disagree - the main problem with island expos is that zergs have the hardest time taking them. Terrans can just float a CC, Warp Prism is easily available in any standard Protoss tech path, while Zergs have to invest heavily in a nydus or drops to go there. I think this solution is great, and I wonder if we'll see any players for example open Banshees, fall back after a while and use a scan/get a Raven to take the tumor out early so they can expand there later on. Will be interesting.

On December 27 2011 20:29 ChriS-X wrote:
really hope close by ground spawns are disabled, otherwise it'll just be like the old metalopolis

What? Is that a joke? It's a 2 player map...
grs
Profile Blog Joined April 2011
Germany2339 Posts
December 27 2011 11:56 GMT
#48
On December 27 2011 20:52 Andreas wrote:
Show nested quote +
On December 27 2011 20:29 ChriS-X wrote:
really hope close by ground spawns are disabled, otherwise it'll just be like the old metalopolis

What? Is that a joke? It's a 2 player map...

The overview screen shot in the OP shows 4 spawn points for me.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10332 Posts
December 27 2011 12:01 GMT
#49
On December 27 2011 20:56 grs wrote:
Show nested quote +
On December 27 2011 20:52 Andreas wrote:
On December 27 2011 20:29 ChriS-X wrote:
really hope close by ground spawns are disabled, otherwise it'll just be like the old metalopolis

What? Is that a joke? It's a 2 player map...

The overview screen shot in the OP shows 4 spawn points for me.


Yes but that doesn't mean that all the spawn combinations are possible =O

I hope you can't spawn close. The way they made the third (partially blocked by rocks) makes the path to the other side longer since it curves around the base, but even then I'm pretty sure it's not very long... or rather, it's still short xD.


Also, I wonder if the creep tumor should be moved so it's not blocking. It seems like this map can be split easily like others say, so it may favor P and T against Zerg. Since Zerg usually gets mutas and air anyways, perhaps it would be better to give them the biggest advantage possible regarding the island expansions, so they have more bases/resources? The 2 bases in the middle of the map seem like they will always be hard for both P/T and Z to get, so it seems like the map will be split with the islands not favoring P/T (or T over P) over Z that much, if at all.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Benjef
Profile Blog Joined December 2010
United Kingdom6921 Posts
December 27 2011 12:38 GMT
#50
That map looks beautiful. I can't wait to see it played in the new GSL special event O.O
<3 | Dota 2 | DayZ | <3
Mereel
Profile Joined February 2010
Germany895 Posts
December 27 2011 12:46 GMT
#51
lol 5 free bases......what a terrible map is that. i predict a 100% terran winrate against both races
TPW Mapmaking Team
Lixo
Profile Joined May 2011
202 Posts
December 27 2011 12:57 GMT
#52
On December 27 2011 21:46 Mereel wrote:
lol 5 free bases......what a terrible map is that. i predict a 100% terran winrate against both races


"Suggest players 4"
Means it's designed for 2vs2.
Mereel
Profile Joined February 2010
Germany895 Posts
December 27 2011 13:17 GMT
#53
so thats why its used in the longline tournament right?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=298398
TPW Mapmaking Team
pdd
Profile Blog Joined November 2010
Australia9933 Posts
December 27 2011 13:20 GMT
#54
To be honest I'm not really a fan of this map. It's just too bland and forces defensive turtley games. You also are forced to pretty much expand down the 5 bases as the island bases will probably be too risky to take. There's almost no reason to take the 4 middle bases as the 5 bases are so easy to take and games seldom go over 5 bases each.

At least on Shakuras Plateau you had a choice of taking the third below or taking your pocket third, which would alter the flow of the game quite a bit.

I just don't really get the idea behind this map to be honest.
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
December 27 2011 14:00 GMT
#55
On December 27 2011 21:57 Lixo wrote:
Show nested quote +
On December 27 2011 21:46 Mereel wrote:
lol 5 free bases......what a terrible map is that. i predict a 100% terran winrate against both races


"Suggest players 4"
Means it's designed for 2vs2.

uh...no.

Not a big fan of this kind of map, rotational symmetry is way better imo. 4th+5th bases are really easy to get when you have to defend just 2 chokes + drops, but maybe it will play out just fine.
I will never ever play Mech against Protoss. - MVP
Omsomsoms
Profile Joined September 2011
Croatia194 Posts
December 27 2011 16:27 GMT
#56
It could just be a pet peeve of mine, but I hate maps that seem conducive to split-map and linear base-taking style games (like shakuras or metalopolis), but at least with this one the GSL is trying something new in the islands. I also like how they're using, at least somewhat, the editor to put in unique mechanics like the creep tumor.

I'd love to see something whacky like a 3 player map with all sorts of destructible objects and invisible lurker eggs like that one map in BW.
Archvil3
Profile Joined September 2010
Denmark989 Posts
December 27 2011 16:52 GMT
#57
For those in doubt it is a 1v1 map with close spawns disabled.
Let thy speech be better than silence, or be silent.
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
December 27 2011 17:37 GMT
#58
I love split map but I see some of the complaints it looks fun I'll try it out with
My practice partners when it is on NA
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
thezanursic
Profile Blog Joined July 2011
5478 Posts
December 27 2011 17:58 GMT
#59
GSL worthy map .

+ Show Spoiler +
I love the asthetics
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
December 27 2011 17:59 GMT
#60
I have to echo the sentiments of most here. Turtling to 5 base is way too easy here. It would be interesting to see how the creeped island bases play out but to be honest on this map with all the currently available easy bases I don't feel like they'll come into play in 99% of games.
Maybe this is a further part of the initiative by the GSL to field maps that are favourable to Protoss?? Calm Before the Storm can be considered as a P map as the easily defended in base nat lends itself well to P games, this map seems similar due to the apparent ease of taking bases and pushing vs bio or zerg though the choked up middle.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
December 27 2011 18:24 GMT
#61
Some map concepts just don't work...
Islands are terrible imo, protoss simply has a MUCH harder time using them then any other race. Warp prism is a niche tactic for protoss, medivacs are standard (must?) for terran. Terran can also fly over orbitals...
In other words terran has a 100x easier time taking island expo's (regardless of a creep tumor on it or not) then protoss which means islands just suck as they are so screwed in one matchup.
Islands just don't fit sc2, the worst thing is that terran can always abuse an island in a baserace by flying over an orbital and building up from scratch there. If you have 20 ground units but no more nexi / hatchery and the the money to build one you simply lose against terran if they get their orbital there... You can't do anything and they can build up a reasonable army from one base simply using MULES to start their economy...

the differences between the races are too big in sc2 imo to allow for really unique map characterisitics to work well. Gold doesn't work well (mules are too good on it, zerg can take a gold much easier then protoss usually etc.), rocks often suck (too hard to break for zerg usually as they have so few units when droning..) and islands are just sheer impossible.
drgrofl
Profile Joined October 2011
Canada48 Posts
December 27 2011 18:34 GMT
#62
really awesome btw.

GG
Primal666
Profile Joined November 2010
Slovenia418 Posts
December 27 2011 20:27 GMT
#63
On December 28 2011 03:24 Markwerf wrote:
Some map concepts just don't work...
Islands are terrible imo, protoss simply has a MUCH harder time using them then any other race. Warp prism is a niche tactic for protoss, medivacs are standard (must?) for terran. Terran can also fly over orbitals...
In other words terran has a 100x easier time taking island expo's (regardless of a creep tumor on it or not) then protoss which means islands just suck as they are so screwed in one matchup.
Islands just don't fit sc2, the worst thing is that terran can always abuse an island in a baserace by flying over an orbital and building up from scratch there. If you have 20 ground units but no more nexi / hatchery and the the money to build one you simply lose against terran if they get their orbital there... You can't do anything and they can build up a reasonable army from one base simply using MULES to start their economy...

the differences between the races are too big in sc2 imo to allow for really unique map characterisitics to work well. Gold doesn't work well (mules are too good on it, zerg can take a gold much easier then protoss usually etc.), rocks often suck (too hard to break for zerg usually as they have so few units when droning..) and islands are just sheer impossible.

be happy protoss doesn't have to spend gas for warp prism, unlike zerg has for nydus or drops.Map ilooks awsome tho and exept it looks even more turtly than shakuras, we will see:D
Superouman
Profile Blog Joined August 2007
France2195 Posts
December 27 2011 20:31 GMT
#64
Protoss have the best defence with islands, photons, warp-ins and blinkstalker if they can blink out of the island (which is not the case here)
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Dingodile
Profile Joined December 2011
4133 Posts
December 27 2011 20:47 GMT
#65
I can't find this map. Isn't avaiable on eu server?
Grubby | ToD | Moon | Lyn | Sky
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-12-27 21:26:29
December 27 2011 21:23 GMT
#66
I didn't see this (maybe I missed) but one possible negative thing about islands with creep tumors is they are much easier still for Terran to take.

Why? Terran has anywhere on the map detection and 2 ways to take care of the tumor (drops and dropping SCV's from a CC). For Protoss and Zerg drop is not a necessary part of the army compositions as well as having the ability to scan for the tumor with no previous set up (toss and zerg have to get mobile detection over to the island, Terran can just scan).

In Sanshorn Mist AE we saw that Zerg and Protoss were actually the only ones using islands, and I think with the tumor that alone could deter them away from it completely.

I could be 100% off base, just spent a lot of time thinking about Sanshorn's Islands and seems like the same logic would apply here.


On December 28 2011 03:24 Markwerf wrote:
Some map concepts just don't work...
Islands are terrible imo, protoss simply has a MUCH harder time using them then any other race. Warp prism is a niche tactic for protoss, medivacs are standard (must?) for terran. Terran can also fly over orbitals...
In other words terran has a 100x easier time taking island expo's (regardless of a creep tumor on it or not) then protoss which means islands just suck as they are so screwed in one matchup.
Islands just don't fit sc2, the worst thing is that terran can always abuse an island in a baserace by flying over an orbital and building up from scratch there. If you have 20 ground units but no more nexi / hatchery and the the money to build one you simply lose against terran if they get their orbital there... You can't do anything and they can build up a reasonable army from one base simply using MULES to start their economy...

the differences between the races are too big in sc2 imo to allow for really unique map characterisitics to work well. Gold doesn't work well (mules are too good on it, zerg can take a gold much easier then protoss usually etc.), rocks often suck (too hard to break for zerg usually as they have so few units when droning..) and islands are just sheer impossible.


Islands went 100% unused by Korean Terrans on Sanshorn Mist, I would argue that maybe actually islands are a VERY overlooked aspect of mapmaking these days and might actually be P or Z favored.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Lovedoll
Profile Joined November 2011
Japan540 Posts
December 27 2011 21:29 GMT
#67
Now that is a very sexy map. I look forwards to seeing it in the next Arena of Legends!
Spread your eggs until they crack!
NGrNecris
Profile Joined January 2011
New Zealand855 Posts
December 27 2011 22:11 GMT
#68
On December 28 2011 03:24 Markwerf wrote:
Some map concepts just don't work...
Islands are terrible imo, protoss simply has a MUCH harder time using them then any other race. Warp prism is a niche tactic for protoss, medivacs are standard (must?) for terran. Terran can also fly over orbitals...
In other words terran has a 100x easier time taking island expo's (regardless of a creep tumor on it or not) then protoss which means islands just suck as they are so screwed in one matchup.
Islands just don't fit sc2, the worst thing is that terran can always abuse an island in a baserace by flying over an orbital and building up from scratch there. If you have 20 ground units but no more nexi / hatchery and the the money to build one you simply lose against terran if they get their orbital there... You can't do anything and they can build up a reasonable army from one base simply using MULES to start their economy...

the differences between the races are too big in sc2 imo to allow for really unique map characterisitics to work well. Gold doesn't work well (mules are too good on it, zerg can take a gold much easier then protoss usually etc.), rocks often suck (too hard to break for zerg usually as they have so few units when droning..) and islands are just sheer impossible.

Its true terrans can take island expos faster but its also harder for terrans to defend the island expo because you can't instantly reinforce there with units unlike protoss warp ins/zerg nydus and mass muta
Steamboatlol
Profile Joined April 2010
United States161 Posts
December 28 2011 06:42 GMT
#69
Hey I can't see where to dl it on team crux's site and can't find it on bnet, would someone be so kind as to point to where I can dl metropolis?
The Final Boss
Profile Joined February 2011
United States1839 Posts
December 28 2011 06:56 GMT
#70
Is there any chance of this getting released on NA anytime soon? I really want to try this map out and I can't wait to see it in AoL!
stokes17
Profile Joined January 2011
United States1411 Posts
December 28 2011 07:30 GMT
#71
On December 27 2011 21:57 Lixo wrote:
Show nested quote +
On December 27 2011 21:46 Mereel wrote:
lol 5 free bases......what a terrible map is that. i predict a 100% terran winrate against both races


"Suggest players 4"
Means it's designed for 2vs2.

you sir, while being incorrect, made me smile ear to ear with your naivety
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
December 28 2011 08:40 GMT
#72
On December 28 2011 05:31 Superouman wrote:
Protoss have the best defence with islands, photons, warp-ins and blinkstalker if they can blink out of the island (which is not the case here)



Missile turrets are inarguably the best anti air static defense in the game, mass repair makes you require far less of them for a lot of threats, planetary means you dont die if your opponent drops 8 food there and you dont have a warp cycle off cooldown (A legitimate issue, suprisingly, ive lost nexii on islands in team games between cycles to a single drop when they run around with stim and dont target probes) coupled with the way flying orbitals work and how good medivacs are in every terran matchup i think it is near universally agreed on that terrans are advantaged with islands to a large degree
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
mangoloid
Profile Joined September 2010
100 Posts
December 28 2011 09:45 GMT
#73
I've always loved the look of this map (including the original) and have been waiting for the opportunity to see some games played on it. Thankfully I'll get the chance now that GOM has put it in a map pool.

Reading through the comments in this thread, I am dumbfounded. This is obviously designed as an easily splittable map a la Shakuras Plateau, yet people are denouncing "5 base turtle" play as though it were the most disgustingly abusive style in the game. Do they really think a 5-base vs 5-base tug-of-war is that bad? Other people seem to be focusing on the islands and claiming that they break the balance of the game. Everything I've seen in SC2 tells me that their claims are hysterical bullshit, and that islands remain an under-explored aspect of melee maps, but if there is a balance problem with the islands which come out during tournament play, those problems should be easy enough to fix.

I like this map a good deal more than Shakuras. The expansion progression is more natural, and rather than going out and defending the low ground when trying to take the 3rd, you have a nice high ground choke. Also, unlike Shakuras, where the center is really narrow, this center is really wide open, which ought to make late-game engagements much more interesting. My one worry about this map is the vulnerability of the mains, which might tempt terran/protoss to do all-ins; however, the vulnerability of the mains is necessary in the late game when there is otherwise only 2 small chokes to attack into (in the case of 5-base turtle). Again, I am really interested in seeing how this map plays out. Hopefully a few epic games will convince people that this is a map worth keeping.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37023 Posts
December 28 2011 15:48 GMT
#74
Forced cross spawning I hope? Otherwise...... bases are far too close to each other.......
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 28 2011 18:06 GMT
#75
On December 28 2011 06:23 Diamond wrote:
Islands went 100% unused by Korean Terrans on Sanshorn Mist, I would argue that maybe actually islands are a VERY overlooked aspect of mapmaking these days and might actually be P or Z favored.


I'm pretty sure that because islands haven't been in maps for so long they are just not part of the "plan" of the players. They aren't part of the metagame. So players simply don't use them because of that, not because of their balance.

Imo the islands on Sanshorn basically only favor Zerg massively if they decide to go mutas.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 28 2011 18:45 GMT
#76
outside of the map looks awesome but the actual playable zones are lacking, maybe you wanted that really simple look to contrast with the rest, but i think its too basic.
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
December 28 2011 18:56 GMT
#77
Dunno if close-by-air spawn is disable or not. That would create a bit more variety of strategies imo. Doesnt hurt
vtbarrera
Profile Joined October 2010
United States46 Posts
December 29 2011 06:47 GMT
#78
I've been looking for this map on NA and I can't seem to find it. It would be great if someone can upload this to the NA server as I really want to try this map out.

Great stuff by the way LSPrime; you make some amazing maps that definitely push the envelope!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10332 Posts
December 29 2011 07:51 GMT
#79
On December 29 2011 03:56 Arceus wrote:
Dunno if close-by-air spawn is disable or not. That would create a bit more variety of strategies imo. Doesnt hurt


Create more variety if it is or isn't disabled?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
fenix404
Profile Joined May 2011
United States305 Posts
December 29 2011 08:57 GMT
#80
how do we get the team crux maps on NA? we need these maps!
"think for yourself, question authority"
MildCocoA
Profile Joined October 2010
Korea (South)129 Posts
Last Edited: 2012-01-02 13:53:16
January 02 2012 13:52 GMT
#81
Uploaded map in NA

wait EU & SEA
vdAcE
Profile Joined January 2012
8 Posts
January 02 2012 21:20 GMT
#82
when you upload this map on the European server?

P.S this map is beautiful!!!
MildCocoA
Profile Joined October 2010
Korea (South)129 Posts
January 03 2012 02:32 GMT
#83
On January 03 2012 06:20 vdAcE wrote:
when you upload this map on the European server?

P.S this map is beautiful!!!


Complete in EU

Wait SEA
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 03 2012 19:16 GMT
#84
On January 02 2012 22:52 MildCocoA wrote:
Uploaded map in NA

wait EU & SEA



Thank you so much! You are my new hero! Will you be doing the other CruX maps as well!?
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 04 2012 16:16 GMT
#85
Gotta admit i am not liking the Neutral creep turmor island expantions. Island expantions by default always favor terran. This is not only because of lift off but also because of turrets which are superior to their counterparts because of possible Upgrades and repairs. When even Blizzard say they can't make islands balanced you really have to consider if it can work.

The problem i find with a creep tumor is also that it reacts so differently to different races.

Protoss:
Protoss are already a clear losser in terms of Island expantions because their only option for taking them is through a warp prism. Now they also have to get a Observer to make space and even then they have to wait for the creep to reside. Protoss don't really have other options for removing the tumor as stargate doesn't provide mobile detection. You could drop a cannon on island but then it is just going to take even longer to take the expansion.

Zerg:
Zerg is slightly better in this regard as they do have 2 options for getting a drone to the island. Nydus and Overlord drops. The latter is probably preferred as it doesn't give it self away instantly. Both of these require lair so the detection is not really an issue. Also once the tumor has been dealt with Zergs can instantly take the expansion as Creep doesn't prevent zerg buildings.

Terran:
As mentioned Terran already has many advantages regarding islands which is why even blizzard has given up on them. Besides Turrets and Lift off terran also have scan which gives acces to much earlier removal of the tumor, potentially through a Banshee rush. A raven could also do the job. While the creep still has to reside terrans can have their base ready and even make it an orpital before that. Once the creep goes away terrans can instantly land the finished base which overall might be even faster than what Zergs can currently do. Drops are also a much more common tactic for terran and medivacs has multible usages besides taking the expantion. Hence terran still has a clear advantage regarding these islands, with or without tumor.
The basic key to beating a priest is playing a deck that is terrible.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 05 2012 06:38 GMT
#86
On January 05 2012 01:16 Sumadin wrote:
Gotta admit i am not liking the Neutral creep turmor island expantions. Island expantions by default always favor terran. This is not only because of lift off but also because of turrets which are superior to their counterparts because of possible Upgrades and repairs. When even Blizzard say they can't make islands balanced you really have to consider if it can work.

The problem i find with a creep tumor is also that it reacts so differently to different races.

Protoss:
Protoss are already a clear losser in terms of Island expantions because their only option for taking them is through a warp prism. Now they also have to get a Observer to make space and even then they have to wait for the creep to reside. Protoss don't really have other options for removing the tumor as stargate doesn't provide mobile detection. You could drop a cannon on island but then it is just going to take even longer to take the expansion.

Zerg:
Zerg is slightly better in this regard as they do have 2 options for getting a drone to the island. Nydus and Overlord drops. The latter is probably preferred as it doesn't give it self away instantly. Both of these require lair so the detection is not really an issue. Also once the tumor has been dealt with Zergs can instantly take the expansion as Creep doesn't prevent zerg buildings.

Terran:
As mentioned Terran already has many advantages regarding islands which is why even blizzard has given up on them. Besides Turrets and Lift off terran also have scan which gives acces to much earlier removal of the tumor, potentially through a Banshee rush. A raven could also do the job. While the creep still has to reside terrans can have their base ready and even make it an orpital before that. Once the creep goes away terrans can instantly land the finished base which overall might be even faster than what Zergs can currently do. Drops are also a much more common tactic for terran and medivacs has multible usages besides taking the expantion. Hence terran still has a clear advantage regarding these islands, with or without tumor.



While what you said is absolutely true IN THEORY, in practise, island expansions are taken most by zerg, second by toss, and LEAST by terran (for some reason). Statistically.
Gfire
Profile Joined March 2011
United States1699 Posts
January 05 2012 06:58 GMT
#87
On January 05 2012 15:38 DYEAlabaster wrote:
Show nested quote +
On January 05 2012 01:16 Sumadin wrote:
Gotta admit i am not liking the Neutral creep turmor island expantions. Island expantions by default always favor terran. This is not only because of lift off but also because of turrets which are superior to their counterparts because of possible Upgrades and repairs. When even Blizzard say they can't make islands balanced you really have to consider if it can work.

The problem i find with a creep tumor is also that it reacts so differently to different races.

Protoss:
Protoss are already a clear losser in terms of Island expantions because their only option for taking them is through a warp prism. Now they also have to get a Observer to make space and even then they have to wait for the creep to reside. Protoss don't really have other options for removing the tumor as stargate doesn't provide mobile detection. You could drop a cannon on island but then it is just going to take even longer to take the expansion.

Zerg:
Zerg is slightly better in this regard as they do have 2 options for getting a drone to the island. Nydus and Overlord drops. The latter is probably preferred as it doesn't give it self away instantly. Both of these require lair so the detection is not really an issue. Also once the tumor has been dealt with Zergs can instantly take the expansion as Creep doesn't prevent zerg buildings.

Terran:
As mentioned Terran already has many advantages regarding islands which is why even blizzard has given up on them. Besides Turrets and Lift off terran also have scan which gives acces to much earlier removal of the tumor, potentially through a Banshee rush. A raven could also do the job. While the creep still has to reside terrans can have their base ready and even make it an orpital before that. Once the creep goes away terrans can instantly land the finished base which overall might be even faster than what Zergs can currently do. Drops are also a much more common tactic for terran and medivacs has multible usages besides taking the expantion. Hence terran still has a clear advantage regarding these islands, with or without tumor.



While what you said is absolutely true IN THEORY, in practise, island expansions are taken most by zerg, second by toss, and LEAST by terran (for some reason). Statistically.

Source? I think I remember hearing some island statistics, but I don't remember it very well or where it was from.
all's fair in love and melodies
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 05 2012 19:15 GMT
#88
On January 05 2012 15:38 DYEAlabaster wrote:
While what you said is absolutely true IN THEORY, in practise, island expansions are taken most by zerg, second by toss, and LEAST by terran (for some reason). Statistically.



Well TBH i would like to know that aswell. It is not exactly something easily meassureable compared to say win-rates. Even if it was true there could be some reassons for that. I could list 2 possibilities.

1) TvX usually have the terran focus on earlier agression which means that the island rarely come into eff.
2) Island maps are most vetoed in Matchups involving terran.

Neither of them through disputes the fact that terrans stands incrediable strong when taking and holding the actual island expansion. You also mentioned that Zerg was the one that took islands the most. The rest of this map mirrors Metalopolis to some extend. We know from blizzard that Metalopolis favored Zerg heavy on ladder at some point and the things that allowed Zerg to be strong on metal is even more present here.(Lots of expansions that are easy to cover). There aren't any gold base, which would normally be good however a gold would force the Zerg to take action rather than take 5 bases turtle up while droning. I fear that espicially PvZ might be broken on this map.
The basic key to beating a priest is playing a deck that is terrible.
Antares777
Profile Joined June 2010
United States1971 Posts
January 05 2012 20:27 GMT
#89
I'm pretty sure Zerg takes islands the most, then Terran, and lastly Protoss. Using a Creep Tumor really harms the ability to take an island expansion as Protoss. I would just leave them unblocked to give them more of a chance, because it won't really make the islands any easier to expand to as Terran or Zerg. Zerg will have detection by the time they can get to the island, and Terran will have detection from the start. Protoss is forced to get an Observer and Warp Prism, which can only build one at a time (unless the player is doing some ridiculous double Robotics Facility build) and cut into Colossus production, making their army weaker.

In summary, the Creep Tumors should be removed.

In addition to that, it would be awesome if the islands were within blink range. Then Protoss could do an exclusive blink Stalker gateway build, allowing them to split their army and making games involving Protoss much more interesting.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
January 18 2012 12:27 GMT
#90
On January 06 2012 05:27 Antares777 wrote:
I'm pretty sure Zerg takes islands the most, then Terran, and lastly Protoss. Using a Creep Tumor really harms the ability to take an island expansion as Protoss. I would just leave them unblocked to give them more of a chance, because it won't really make the islands any easier to expand to as Terran or Zerg. Zerg will have detection by the time they can get to the island, and Terran will have detection from the start. Protoss is forced to get an Observer and Warp Prism, which can only build one at a time (unless the player is doing some ridiculous double Robotics Facility build) and cut into Colossus production, making their army weaker.

In summary, the Creep Tumors should be removed.

In addition to that, it would be awesome if the islands were within blink range. Then Protoss could do an exclusive blink Stalker gateway build, allowing them to split their army and making games involving Protoss much more interesting.


Maybe put a object on the island that destroys itself after 5-8 min? Like the watch tower on Xel'Naga Fortress used to do.. I think the creep + tumor is intended to block the island early game, so maybe this mechanic could also be used again. I always have like islands though, just being around as an option on the map.
TearsOfTheSun
Profile Joined March 2006
Canada995 Posts
January 18 2012 12:43 GMT
#91
wow i love this map, fantastic job!!
Dixer_ca^^ | Polt | Byun | MKP | DRG | White-Ra | Beastyqt | Maru | Creator
chocopaw
Profile Blog Joined May 2011
2072 Posts
January 18 2012 13:45 GMT
#92
On January 18 2012 21:27 Ketch wrote:
Show nested quote +
On January 06 2012 05:27 Antares777 wrote:
I'm pretty sure Zerg takes islands the most, then Terran, and lastly Protoss. Using a Creep Tumor really harms the ability to take an island expansion as Protoss. I would just leave them unblocked to give them more of a chance, because it won't really make the islands any easier to expand to as Terran or Zerg. Zerg will have detection by the time they can get to the island, and Terran will have detection from the start. Protoss is forced to get an Observer and Warp Prism, which can only build one at a time (unless the player is doing some ridiculous double Robotics Facility build) and cut into Colossus production, making their army weaker.

In summary, the Creep Tumors should be removed.

In addition to that, it would be awesome if the islands were within blink range. Then Protoss could do an exclusive blink Stalker gateway build, allowing them to split their army and making games involving Protoss much more interesting.


Maybe put a object on the island that destroys itself after 5-8 min? Like the watch tower on Xel'Naga Fortress used to do.. I think the creep + tumor is intended to block the island early game, so maybe this mechanic could also be used again. I always have like islands though, just being around as an option on the map.


That's actually a great idea!
What do you think about that, LS? No island expansion was taken in GSL games yet, right? Do you have any experience from practice matches etc. regarding the islands?
http://twitter.com/lechocopaw
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 18 2012 15:05 GMT
#93
On January 06 2012 05:27 Antares777 wrote:

In addition to that, it would be awesome if the islands were within blink range. Then Protoss could do an exclusive blink Stalker gateway build, allowing them to split their army and making games involving Protoss much more interesting.


That's one of the key requirements atm to make islands balanced in ZvP. Even tho on this map I'm not sure if it even matter when you have 5 free bases...
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 18 2012 16:42 GMT
#94
I still dislike this 'get 6 base and keep killing each other in the middle with gigantic armies (possibly added with different kinds of harass' map.
I love.
Sroobz
Profile Joined December 2011
United States1377 Posts
January 19 2012 19:39 GMT
#95
This map is sick! Blizz get this on the ladder!
Flash---Taeja---Mvp---Byun---DRG
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 19 2012 19:46 GMT
#96
Been watching this map on the korean weekly quite a bit. At first I didn't like it, felt too metalopolis-y cuz im kinda sick of that map... but this one plays out quite nice because the 3rd can be accessible to your enemy much easier Good map
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
kAelle_sc
Profile Joined April 2011
287 Posts
January 29 2012 06:24 GMT
#97
map available in battle.net 2.0 yet? searched for it in KR/TW but none yet...
It's all about the journey, not the outcome.
Sumadin
Profile Joined August 2011
Denmark588 Posts
March 09 2012 14:15 GMT
#98
Right i feel this section needs to be edited somewhat.

+ Show Spoiler +
[image loading]


In the IEM semi finals puma tried to a reaper runaround and couldn't and it wasn't clear for him.

When a pro can't tell where a reaper can't go then it isn't lampshaded enough. It should ALWAYS be clear if there is an impasseable ramp for reapers. Something a bit more obvious has to be put there to show that it is a no-go zone.
The basic key to beating a priest is playing a deck that is terrible.
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2012-03-09 20:03:56
March 09 2012 19:17 GMT
#99
Another problem happened in several games of the IEM world on this map at the other side of the ramp. Colossus got stuck in the small area between the big fan, the cliff and the ramp. This time no harm was done but I remember white ra getting a Colossus stuck in trees on Crevasse in the middle of a battle so this is a major problem to always have in mind.

It's important to paint big doodads out so the pathfinder AI don't stick units for no reason.
IcculusLizard
Profile Joined May 2011
265 Posts
March 11 2012 03:27 GMT
#100
I'd love to feature this map in "1v1 Obs - Map of the Day" (www.peepmode.com/maps). Would you be so kind as to send a copy to peepmode at gmail? Thanks and great map!
Thomassn
Profile Joined December 2011
Netherlands12 Posts
March 17 2012 18:25 GMT
#101
On December 03 2011 14:26 LSPrime wrote:
[image loading]
and zerg can not build hatchery before remove creep tumor

Show nested quote +
On December 03 2011 14:15 MisfortuneS Ghost wrote:
Absolutely gorgeous map, I'm seriously jealous. Not just the aesthetics though - although that part is really sick - the layout looks cool too. The creep tumors look out of place though, visually speaking. I think just for fun you could try a hostile missile turret though



However you don't need to wait for the creep to disapear as a zerg.
Diamond League Scrub
ArcticRaven
Profile Joined August 2011
France1406 Posts
March 17 2012 18:30 GMT
#102
Seriously man.... Look at the picture ^^. red means unbuildable, and it's so because there's the tumor in the way.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 17 2012 18:33 GMT
#103
On March 18 2012 03:30 ArcticRaven wrote:
Seriously man.... Look at the picture ^^. red means unbuildable, and it's so because there's the tumor in the way.

Two different points, actually. The creep tumor blocks for zerg as well, yes, but a zerg can place an expo immediately after killing it. A terran or protoss will have to wait for the creep to recede.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
March 17 2012 18:42 GMT
#104
On March 18 2012 03:30 ArcticRaven wrote:
Seriously man.... Look at the picture ^^. red means unbuildable, and it's so because there's the tumor in the way.


Since Terran and Protoss need detection in order to kill it and wait for the creep to go away, Zerg might as well need detection as well AND have the added benefit of being able to expand immediately, since they have limited early detection.
FOR GREAT JUSTICE! Bans for the ban gods!
WeedRa
Profile Joined February 2011
Germany815 Posts
March 17 2012 23:50 GMT
#105
Please upload an unlocked version to the EU server!

Would really appreciate it
Sumadin
Profile Joined August 2011
Denmark588 Posts
March 17 2012 23:56 GMT
#106
On March 18 2012 03:42 Praetorial wrote:
Show nested quote +
On March 18 2012 03:30 ArcticRaven wrote:
Seriously man.... Look at the picture ^^. red means unbuildable, and it's so because there's the tumor in the way.


Since Terran and Protoss need detection in order to kill it and wait for the creep to go away, Zerg might as well need detection as well AND have the added benefit of being able to expand immediately, since they have limited early detection.



They will always have acces to Overseers when they can get a drone to the island.
The basic key to beating a priest is playing a deck that is terrible.
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