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Uploaded to [EU][NA]Ratings and Reviews: SC2Melee.net
This is the result of Timetwister and I's tight ProAm collaboration throughout the last two weeks. I initially submitted my map Ancient Temple, with no idea what was going to happen to it, and now, 1 month later, I am proud to present what I had never achieved alone: Tainted Underworld. Before+ Show Spoiler [Ancient Temple] + (Top-down Overview) Aesthetics+ Show Spoiler +
Details Spawns: 2 Playable Bounds: 116x134 Bases: 12 (2 halfbases) Main2Main: 140.3
Please leave a comment, all feedback is appreciated.
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Russian Federation4295 Posts
Very nice tileset, sadly we will never have this map in ladder rotation
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United States9956 Posts
what about me
tbh the rush distance still scares me.
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On August 03 2012 06:12 FlaShFTW wrote:what about me tbh the rush distance still scares me. How do you feel about the third?
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United States9956 Posts
On August 03 2012 06:27 Gfire wrote:Show nested quote +On August 03 2012 06:12 FlaShFTW wrote:what about me tbh the rush distance still scares me. How do you feel about the third? hm... its interesting. with all those paths to the middle... i mean rush distance is short so harassing will be pretty easy. i guess that's just the style of them map ^_^
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140.3 is pretty short even for me D:
I feel the map could be bigger, especially by spreading it horizontally.
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Love the theme on this map, a dark cybervirus come to life
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The outside areas on this map are really amazing, truly top-notch aesthetics.
Great work!
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Not gonna be original, but I really like the aesthetics too, we don't often see this kind of dark theme.
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Nice aesthetics, but the layout is kinda awkward; it's like cloud kingdom but with way too many attack points when you have natural and third I think.
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I gave Scorp some feedback on this in Mapchat earlier but I'll post some more. I feel like the watchtower is problematic for contains because it gives you a really strong position outside the natural. If you get there with a couple of tanks of colossi and the rocks aren't down, there's pretty much nothing your opponent can do to get out without trading really inefficiently. At the same time, I thought the corner bases (the bases other than the first four) are really ambiguous and can be taken by either player, making it kind of hard to hold either. The rush is also on the short side and could do with about 5 seconds more.
Other than that though the map is fantastic; the first four bases feel great - you need just the right amount of stress to take them. Moving an army between them feels fine and you're able to zone them really well. The watchtowers protect the middle path but don't completely block off all paths and the proportions feel really solid. The aesthetics are obviously wonderful. I feel like this is the best of the ProAm maps to have been released so far.
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I think the map is too small, and the natural to choke to natural choke distance overall is way too short. The expansions are pretty close to each other, and the map is pretty choky over all. All this add to make a zerg unfavored map.
I gotta raise my hat for the destructible rock placement. Especially the ones between nat and 3rd make so much sense on so many levels.
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I think i have an idea that would make it better and possible sort some of the rush issues. I would but the ramp thats on the leg with the xwt on the other side (and make it atiny bit wider) which would make you have to take away the ramp leading straight to the ramp.
I know think map might purposely be going with perpendicular ramps all throughout to set a style but i think having a diagonal ramp leading to the base clockwise of the main is another idea to toy with.
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This map is so cool, great job guys. The aesthetics are really unique. The layout is solid and has a lot of interesting features. Overall, very impressive
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Cool rework. I like it more, but I'm still a bit confused- which is the "intended" third base? Because the easier one is kind of the opposite way that the rest of the expansions go. It seems like both players will expand to the close third (adjacent to the natural), but then taking a fourth and fifth gets tricky because you're expanding towards the opponent.
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u sure guys it is on NA, cuz I don't see it in both sections (custom - arcade).
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On September 11 2012 20:56 PandaZerg wrote: u sure guys it is on NA, cuz I don't see it in both sections (custom - arcade).
It is not, but it'll be up as soon as possible Thanks for notifying me
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I really am awed by the aesthetics of this map :D
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I like this map a lot. Especially the relation nat/third.
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