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Active: 6746 users

[M] (2) TPW Vulture

Forum Index > SC2 Maps & Custom Games
Post a Reply
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lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-01-09 11:26:09
January 03 2012 21:39 GMT
#1
[image loading]




TPW Vulture V1.1
by lefix

Overview:
[image loading]

Angeled View:
+ Show Spoiler +
[image loading]


Changelog v1.1:
- Removed Xel'Naga Towers
- Choke size at the third (with the LoS blockers) has been increased to make it more vulnerable
- Slightly larger ramps on center highgrounds & slighly smaller choke in the center

Previous Versions:
V1.0
+ Show Spoiler +
Overview:
+ Show Spoiler +
[image loading]


Angeled View:
+ Show Spoiler +
[image loading]


Introduction:
I had originally started with creating this visual theme. Iwanted to of make Mar Sara cool again, since there seems to be a lack of Mar Sara maps nowadays. However it took quite a while until I finally had a map concept that i liked enough to use this theme on.
In fact the concept went through so many iterations, changing everything over and over again until i liked it. Maybe I will give a little insight into the creation process later.
I don't really know what else to say about the map. It's a desert flying around in space. I can't think of an explanation for that.


Information:
Uploaded to: EU
Players: 2
Playable size: 140x126
Bases: 12 (no gold)
Xel'Naga Towers: 2
Rush distance: 163.4 M2M, 133,6 N2N
Tileset: Braxis Alpha/Mar Sara/custom

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


Detail shots:
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
January 03 2012 22:17 GMT
#2
Wow. All the bases seem really easy to take, and they all are accessible only trough one tine choke.
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-01-03 22:23:21
January 03 2012 22:22 GMT
#3
I like how the third is easily defended, but still different form the 4th or nat, being very vulnerable to air. I wonder if the losb makes it easier or harder to wall, certainly bad for tanks.

I think the 6ths coudl have a wider ramp or something. Its very safe, isnt it?
http://mentalbalans.se/aggedesign
Gfire
Profile Joined March 2011
United States1699 Posts
January 03 2012 22:30 GMT
#4
Seems like a good map. Love the base setup, and everything really. The thin high grounds with watchtowers across the center line are also great for avoiding siege tank stalemates, which would otherwise be pretty common on a map like this.
all's fair in love and melodies
Antares777
Profile Joined June 2010
United States1971 Posts
January 03 2012 22:37 GMT
#5
I think that the fifth and sixths are a little bit too easy. Maybe you could make the ramp into the fifth that points into the third point outward towards the center of the map and alter the sixth's mineral line to make it more vulnerable to air harass and drops? Just some thoughts that could make then a tad bit more difficult to defend while not completely breaking the game.

I really like this map because of how the expansions are set up. I like how the fifth and sixth expansions are rather close to each other and allow for very interesting games to unfold. Vulture has a ton of potential and I'd love to see some games on it sometime! Great job!

SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2012-01-03 22:50:45
January 03 2012 22:49 GMT
#6
Main, Nat & 3rd I love. 4th is great because it's fairly easy to take, same with the 5th. I do like the position on the 6th because if you try to defend that you will leave yourself very open everywhere else.

Textures, like always, are amazing.

I'd still like if there was a way to move through the map without getting scene by the watchtowers though because right now, no matter where you move your ground army around the map, unless you clear out the watchtowers first with a smaller army you will get noticed. Although many maps are like that, I still enjoy places you can move through that aren't in vision of the towers, to promote more scouting/movement around those areas.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-01-04 01:06:23
January 04 2012 01:05 GMT
#7
--- Nuked ---
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2012-01-04 01:12:37
January 04 2012 01:11 GMT
#8
perfect

actually would like it more without watchtowers, too much vision
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 04 2012 01:28 GMT
#9
not sure whats there to say ... pretty simple, and well made.
starleague forever
lefix
Profile Joined February 2011
Germany1082 Posts
January 04 2012 01:57 GMT
#10
i have tried and thought about different options for the towers. but it seems to come down to: towers the way they are, or no towers.

with towers:
+ Show Spoiler +
[image loading]


with no towers (ramps are wider):
+ Show Spoiler +
[image loading]


i'd like to get some more opinions before i decideto remove them.

Poll: Towers? No Towers?

No Towers! (17)
 
71%

Towers! (7)
 
29%

24 total votes

Your vote: Towers? No Towers?

(Vote): Towers!
(Vote): No Towers!



Map of the Month | The Planetary Workshop | SC2Melee.net
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 04 2012 01:59 GMT
#11
No uber sweet .gif?

No Towers ftw!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
FlaShFTW
Profile Blog Joined February 2010
United States10529 Posts
January 04 2012 02:02 GMT
#12
This map looks amazing. Too bad the SCBW vulture wouldn't really like you that much with few amount of ramps they could abuse for worker harass.

But the map looks great, bases might be a little too easy to take imo.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 04 2012 02:19 GMT
#13
I think it would work with no towers. I do like to see more maps with no towers at all phasing into the mainstream consciousness. When you get down to it, certain types of maps just do not work with watchtowers, sometimes a maps features get so condensed that a watchtower reveals way more than usual. I'm really diggin' that third layout though. Really cool map overall.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
RumbleBadger
Profile Joined July 2011
322 Posts
January 04 2012 02:48 GMT
#14
Very, very nice map. I really like the clear third choices with very clear army positioning for all bases. It's very neat.

However, the top right/bottom left bases (the metal ones) seem a little awkward to me. Maybe if you shifted the entrance away from the main out towards the center of the map and then also shifted the entrance to the sixth base there over towards the opponents main a tad it would be better? Perhaps something like this: http://i.imgur.com/vwL4e.jpg?
Also, the mineral lines on those bases look wacked out and crazy, so fixing those or making them more aesthetically appealing would be nice...
Games before dames.
Niso
Profile Joined November 2010
Australia148 Posts
January 04 2012 08:17 GMT
#15
Looks nice but quite similar in layout Meltage's "Yuma".

I do quite like the tower placement aswell.
Television version of a person
XenoX101
Profile Joined February 2011
Australia729 Posts
January 04 2012 10:23 GMT
#16
No towers because a single tower completely protects the natural from all 3 attack paths.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 04 2012 10:40 GMT
#17
you guys really like that natural setup, map looks good aesthetically though how do trees get air to grow?
Samro225am
Profile Joined August 2010
Germany982 Posts
January 04 2012 11:10 GMT
#18
super solid layout, sweet visuals. my only complain (still): add another ramp up to the highground which would mainly makes the third/fourth easier accessable.
lefix
Profile Joined February 2011
Germany1082 Posts
January 05 2012 10:55 GMT
#19
I made a little animated gif to show off the evolution of the map. As I have often said, I don't really start with a concept in mind. If anything, I might have an idea for a natural setup or whatever at most.
Instead I just start sketching out terrain in the editor and keep changing stuff until I get something I like. Don't be afraid of making drastic changes to the map over and over again, because some of the best ideas are a result of that process.

[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-01-09 20:49:03
January 09 2012 11:29 GMT
#20
Updated map to V1.1

The most noticable change is that all Xel'Naga towers have been removed from the map. Additionally, the center path has been choked a bit while the side ramps in the center have been enlarged.

Another noticable change was increasing the choke at the third bases (with the LoS blockers. This should make them a little harder to defend.
Map of the Month | The Planetary Workshop | SC2Melee.net
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 16 2012 09:55 GMT
#21
I played the map yesterday - the version with towers - can't imagine to play it without those - had some nice fights around those and they make you really move out into the map - else one just camps at the plateau in front of the nat covering the 3rd and 4th from there.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
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