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Active: 3879 users

[M] (2) TPW Doomsday

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2012-05-30 14:32:35
May 20 2012 18:29 GMT
#1
[image loading]
TPW Doomsday
by Ragoo

Version 1.2 uploaded on NA & EU



[image loading]
Overview

Size: 124 x 144
Starting positions: 2
Bases: 8 full bases, 4 half bases (with rich gas)
Towers: 0

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

+ Show Spoiler [Nat2Nat] +
[image loading]


Hey beloved mapmaking community!

After quite some time of inactivity – at least regarding actually making maps – here is my new map Doomsday.
I used many things that I have been theorycrafting a lot in the past months and that I decided I would like to see in more maps:

- half base third to prevent the 3 base cap scenario where players just take 3 bases and have enough economy for 200/200 and everything without the need to expand further (similar logic to Barrin's 6m1g but less extreme obviously)

- bigger focus on positional play and defender's advantage through terrain; so because in SC2 the highground advantage is ridiculously bad past early game (blizzard, please do sth), this mainly comes down to a good distribution of open areas and chokes, making it hard to brute force your way into the enemy more often

- low amount if Circle Syndrome; while I don't see this problem in TPW/ESV maps anymore, many teamless mapmakers and Koreans oftentimes ignore this problem completely; while this CS doesn't need to be avoided 100% I can safely say that this map doesn't have any problems with this

- dead-end base that is quite far away from the actual battlefield and behind a small choke puts some more emphasis on harrassing (by air) than sending your whole deathball to deal with it

- emphasis on map control to control bases; now obviously I don't want to take this to the extreme like Antiga Shipyard where sometimes every base past the third feels like a winner base, but especially in 4p mirrored maps like Metropolis it makes it really turtly if you don't need to control the map at all to take up to 5 bases; in this map the highgrounds are clearly worth fighting for even tho as we know SC2 doesn't have any notable highground advantage and there is definitely good ways around the middle

Other notable features:
+ Show Spoiler [features] +
+ Show Spoiler [natural choke] +
[image loading]
Natural choke is rather small. Example wall-off with 2 gateways and a Zealot for a tight wall

+ Show Spoiler [third air border] +
[image loading]
While the natural is rather easy to air harrass because of the cliff over it, this changes a lot when you take your third and can defend air harrass easily from there since it's right next to the map border.
(still you need to watch out for air harrass coming to the main)


Close Ups:
+ Show Spoiler [closeups] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Changelog:
+ Show Spoiler [changelog] +
1.1 – minor texturing and pathing changes
1.2 – added another base


Any comments, feedback, criticism, compliments and (constructive) insults are welcome!
Also a big shoutout to TPW, Timetwister and especially monitor from ESV for helping with this map!

Ragoo
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
May 20 2012 19:01 GMT
#2
Fourth and Fifth seem quite far out, looks like you'd need to control a lot of space to defend them. PArticularly since the natural fifth seems to be the one next to your opponent's base.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Shiger
Profile Joined March 2008
Sweden118 Posts
May 20 2012 19:26 GMT
#3
If you increase the width of the map you can increase the distance between your 4th (zerg 3rd) and the opponent's natural, which I think is a problem right now. Corner-expansions also need a little rework. Otherwise, I like idea. Good job.
Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 20 2012 19:42 GMT
#4
I like all of your ideas a lot, except the natural choke. However, i am concerned about the fourth : it seems too close to the opponent and too far from the fourth, and the cliff above doesn't help.
[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!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2012 19:43 GMT
#5
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
May 20 2012 19:52 GMT
#6
On May 21 2012 04:43 IronManSC wrote:
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.


Semi-island actually means the ground path to it is blocked which is not the case

And I don't understand why it's impossible to take, care to explain?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Gfire
Profile Joined March 2011
United States1699 Posts
May 20 2012 20:22 GMT
#7
I like this map a lot. It features some of the things I've been thinking about in maps lately, and with good execution.

Every base seems to flow into the next, even if it's a bit difficult to expand. It feels like you can take a base, and then you need to control some space in front of it to really secure it, and then once you have that you get easier access to the nest base. Very well done, overall.
all's fair in love and melodies
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
May 20 2012 21:20 GMT
#8
theres only 4 and a half bases? even steppes of war had more. i think you need to add another expo or two
Aunvilgod
Profile Joined December 2011
2653 Posts
May 20 2012 21:45 GMT
#9
Finally a map with a red-grey colourstyle. Love it.

No idea how the gameplay would look like but it certainly looks strange.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 20 2012 21:50 GMT
#10
i like the middle
Natespank
Profile Joined November 2011
Canada449 Posts
May 21 2012 04:46 GMT
#11
typos in OP
monitor
Profile Blog Joined June 2010
United States2409 Posts
May 21 2012 05:03 GMT
#12
On May 21 2012 06:20 EcstatiC wrote:
theres only 4 and a half bases? even steppes of war had more. i think you need to add another expo or two


GOD DANGIT I HATE THESE COMMENTS!!!!

Sorry...

The amount of expos had literally nothing to do with why Steppes of War was bad. The problems originated from the nat-nat distance, the restricting middle, and the wide natural. No map needs more than 5 bases per player if its designed right, because games don't go longer than that most of the time- they don't need to.

That being said, I do think the fourth might be a bit difficult to defend the more I look. I now I suggested it in the first place, but I think you should consider some ways to make it easier to defend.
https://liquipedia.net/starcraft2/Monitor
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 21 2012 06:43 GMT
#13
Where are the rocks? You cant have this be a GSL map without the rocks man!

Not good enough, see me after class


On a more serious note, sick map, the natural/3rd setup is really really dangerous, curious how that will play out.
KCCO!
Aunvilgod
Profile Joined December 2011
2653 Posts
May 21 2012 07:48 GMT
#14
On May 21 2012 04:43 IronManSC wrote:
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.


I kinda agree with the liftoff. It is not gamebreaking at all in my opinion though.

I don´t see the problem with the hidden bases. No cheese? Why not?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-05-21 19:08:40
May 21 2012 19:06 GMT
#15
[image loading]

Circled in red, I strongly feel the entire area is going to cause a lot of problems. It is one thing if a third base were to be "cut off" and handled by the enemy opponent, but the entire area itself is extremely choked up. Assume for a second that your third got cut off and is being attacked. You can either A) surrender it, or B) Try to save it. If you try to save it (especially as a zerg player), it can be very hard to engage anywhere in the red circle. If I give anything constructive on it, it would be to re-work that area and make it a little more open so Zerg can have a fighting chance.

The other main issue I see is that siege units (whether doing a timed push on the natural or 3rd), can eventually park along the edge of the 3rd and seize the choke into the natural, or at least some of it it looks like.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FlaShFTW
Profile Blog Joined February 2010
United States10546 Posts
May 21 2012 22:39 GMT
#16
AHHHH circle syndrome!!!

personally, i dont like the outer bases at top left, bot right. personally, i think you should get rid of it and add in a base in between the current 5th and the main in that low ground area.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
May 21 2012 23:26 GMT
#17
On May 22 2012 07:39 FlaShFTW wrote:
AHHHH circle syndrome!!!

personally, i dont like the outer bases at top left, bot right. personally, i think you should get rid of it and add in a base in between the current 5th and the main in that low ground area.


Please read this post I made about Circle Syndrome once. I think it's the easiest explanation to understand what CS and what it isn't, check out the examples.

I can assure you this map has no noteworthy CS.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2409 Posts
May 22 2012 02:05 GMT
#18
Yeah there really isn't any circle syndrome. And the corner bases are my favorite part of the map- they're 100% what sc2 needs right now imo. Not very vulnerable by ground and the can be defended w/ spores, cannons, etc. to stop drops. What they require is spreading out and controlling areas of the map. Definitely do not remove them.

The fourth could be an issue, as I said- I think either rocks or moving it farther from the opponent is the solution.
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
May 22 2012 02:29 GMT
#19
Maybe reduce the size of the wide ramp leading from the middle-ground by the fourth down into the low ground towards the opponent? If you know what I mean. Or do something creative like replace it with one single- and one double-wide ramp. I agree that it feels a bit too close to the enemy.
all's fair in love and melodies
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 22 2012 04:08 GMT
#20
i dont like the tiny tiles, but wow i really dig the layout, that highround by nat is a little scary though
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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