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[M] (2) TPW Doomsday - Page 2

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
May 30 2012 14:33 GMT
#21
Updated map thread and map versions on bnet to version 1.2

Due to popular demand I added another base and in the process made the fourth base easier to take.

Feedback would be appreciated
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
May 31 2012 00:29 GMT
#22
Hmm, some issues I see possibly happening with this:

1: There are too many bases which only have one entrance to them, especially the third and the quasi-island bases. Especially the quasi Island base with how far back it is can be a major problem as well as the base in front of it. In for instance TvP, if T gets their bio ball in there wrecking your expo I see no way for P to cost efficiently save it having to funnel through a choke where T has their concave on the other side, the problem probably exists to a lesser extend in TvZ as well.

2: The centre is troublesome, basically, there are some key highground positions that don't give you anything, they don't give you vision or an ability to expand some-where, I'm not really sure what the purpose of the centre at all is. It seems to be just a complicated and congested way to get from A to B.

3: In general, I think this map will be a ZvT nightmare, the inability to expand away from your opponent couple with some find tank spots as well as chokes, the ramp is also far away from the natural, making it hard to stop hellions with a queen parked on the ramp. T seems to also be able to mount a powerful elevator push at your main which requires you to travel over a high ground to reach it on the other side, T can also really use the chokes at the third against Z and gain a pretty solid tank position on the high ground adjacent to it making it veritably impossible for Z to save their third, together with the relatively short rush distance and seeming lack of good overlord spots as well as watchtower coverage, I foresee that third dying quite often in ZvT.

4: In general, I think it's going to be very hard for any race but T to secure a fifth, T might also have some problems in TvP with it.

5: Conversely, the fourth is waaaay too close to the third, your first four bases are extremely close together it seems.

6: In PvZ, I'm not sure how you are going to take a third and 'wall if off', since you have to enter your own third though the place you want to wall off, walling off the high ground "strap" doesn't seem like an option.

7: in ZvP, forcefields are going to be reaaaally nasty on this map

8: In general, the layout of this map just seems to be able to lead to a lot of 'terrible engagements', with all races really, it's also fairly easy to force a terrible engagement or losing your third or some other bases since there are a lot of spots of "You cannot let his army get in there" a la the entombed valley bridge to your third which can often happen in PvT.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Klyberess
Profile Joined October 2010
Sweden345 Posts
May 31 2012 01:25 GMT
#23
Would you consider making a ramp from the natural to the third?
EmpireHappy <3 STHack <3 ByunPrime
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 31 2012 02:41 GMT
#24
haha, yummy, I love those base pairs in the upper left/lower right. Mid-late game you have the possibility to defend them both with a small force, relative to most mid-map bases. It makes me want to figure out how to use them, so I guess that means I think its an interesting map
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