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[M] (2) TPW Ravenous Depths

Forum Index > SC2 Maps & Custom Games
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lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-10-14 22:40:25
October 14 2012 22:21 GMT
#1
[image loading]

TPW Ravenous Depths
by lefix
Map Size: 136x148
Tileset: Char
Spawns: 2
Bases: 12
Published: NA, EU
Angeled View: http://i.imgur.com/ClmOx.jpg

About:
Altho I kind of dislike the lava tilesets, I hate fun texturing this. The textures actually look pretty nice close up (see higher rez closeups at the bottom of the post).
It's not really a bright and friendly map, but at least it's a rarely use tileset
There's a fairly standard main/nate, an close third, a base back in the corner and 2 rather vulnerable more forward bases. I kinda liked how every base was different from the others in some way and how they were spread and connect across the map. I've never been a person to talk much about the details. I just hope you like it, too

Edit: I've also reduced the fog of war a little, so the map doesn't appear as dark ingame.

Screenshots:
[image loading]
[image loading]
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High Rez Closeups:
+ Show Spoiler +
[image loading]
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
Jebediah
Profile Joined April 2012
Germany106 Posts
October 14 2012 23:01 GMT
#2
On October 15 2012 07:21 lefix wrote:

[...] I hate fun [...]


German origin confirmed

On topic: Queens have three range, Neural parasite lasts forever, fungal lasts for 8 seconds, Roaches are one supply, etc.
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-10-14 23:52:56
October 14 2012 23:07 GMT
#3
Ah damn. let me look into that.
(I hate 1.5 patch more than fun)

edit: should be fixed now!
Map of the Month | The Planetary Workshop | SC2Melee.net
FlaShFTW
Profile Blog Joined February 2010
United States10348 Posts
October 14 2012 23:32 GMT
#4
really good map. like the base layout especially.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
October 14 2012 23:46 GMT
#5
I think it's a great map with a really smart layout. The middle especially, I think. It has features of both a map with a single center and a map with two paths on either side. You're able to circumvent your opponent but you can still take a sizable position in the center without any one point being too strong where it defends everything. And the Xel'Naga tower placement is...perfect.
You mean I just write stuff here and other people can see it?
HeavenResign
Profile Joined April 2011
United States702 Posts
October 15 2012 02:07 GMT
#6
Looks awesome. Really wish we got some more community maps onto the ladder.
SpoonTwoBig
Profile Joined October 2012
United States4 Posts
October 15 2012 03:37 GMT
#7
Yeah lava tileset!
MisterTea
Profile Joined September 2010
United Kingdom1047 Posts
October 15 2012 03:43 GMT
#8
screenshots make it look likes there's no space behind the natural/main to maneuver banshees/warp prisms/phoenix/medivacs around.
other than that good map, maybe its just the screen shots that make the back area look small?
Befall
Profile Joined September 2010
United States69 Posts
October 15 2012 04:29 GMT
#9
Really dig the layout, the higher wrapped cliffs around the 2:30/8:30 bases looks and feels great. Feels like the XNT would suck to hold for Z, though, as a single marine/helion on the high ground would kill 'em.

But yeah, great map! :3
"Envy is ignorance, imitation is suicide." -Emerson
SparePartsHere
Profile Joined July 2012
Slovakia5 Posts
October 15 2012 06:50 GMT
#10
I really like this map, those Xel'Naga towers positions are awesome and I like the thirds. Dunno how about banshees, there seems to be no room behind those mineral lines to maneuver around.
I want new community maps on ladder :>
SpectreEU
Profile Joined October 2011
Norway28 Posts
October 15 2012 11:05 GMT
#11
Very nice, by I miss the green maps
Alea Iact Est
Creager
Profile Joined February 2011
Germany1923 Posts
October 15 2012 11:11 GMT
#12
Hmm, looks nice, but again too macro focussed IMO :/ Almost 4-free 4th base which sure has some additional attack paths, but favors greedy players too much (especially Zergs). Miss the smaller maps where you had to actually put on a fight for every new expansion resulting in more action early on which contributes to the spectator experience, at least in my case
... einmal mit Profis spielen!
Aunvilgod
Profile Joined December 2011
2653 Posts
October 15 2012 11:56 GMT
#13
You should use some volcanic crystals, they look awesome.

Also a tip for some cool texturing: Paint Lava cracks with low intensity on a rock texture. Then redo the actual lava parts of the texture with full intensity and repaint the rock part with the full rock intensity. Put up a good fog and place orange lights ontop of the lava parts of the texture.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-10-15 12:59:37
October 15 2012 12:50 GMT
#14
i arctually wanted to avoid the crystalls, which are used fairly often, and focus more on the char plants and marsh theme. kinda make it look like an inhabited place
Map of the Month | The Planetary Workshop | SC2Melee.net
Aunvilgod
Profile Joined December 2011
2653 Posts
October 15 2012 13:06 GMT
#15
On October 15 2012 21:50 lefix wrote:
i arctually wanted to avoid the crystalls, which are used fairly often, and focus more on the char plants and marsh theme. kinda make it look like an inhabited place


I have not seen them anywhere than on my map Incandescence. And if you place them at the bottom edge of the cliffs, how does this make the map look less inhabited?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
October 15 2012 14:49 GMT
#16
Nice map, it looks really nice, not sure how it would play out in a game. Might try it out!
Moderatorlickypiddy
ArcticRaven
Profile Joined August 2011
France1406 Posts
October 15 2012 17:37 GMT
#17
Epic watchtower placement.
[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!
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 15 2012 20:59 GMT
#18
Beautiful work! Love the subtle textures changes on the different levels and overall its a unique take on the char theme.

Layout looks good, I can tell you've put some thought in to it. Dat ambiguous base.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
October 15 2012 21:07 GMT
#19
TPW guys, I LOVE your maps. You seem to know exactly what I want and put it in all of your guys maps.

Third which is easyish to take, but not super easy to defend (ohana problem alongside cloud kingdom and entomed) and the fourth isn't free (same map issues). I can't wait to give this a play.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Fatam
Profile Joined June 2012
1986 Posts
October 15 2012 23:40 GMT
#20
Seems super solid. Nothing groundbreaking but really good. It has a few small similarities to CK, but is very different as well. I wish the main cliff had a little less surface area, but that's a super small gripe. Good shyte.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 16 2012 00:50 GMT
#21
Can someone explain why cliff surface area is such a big deal. It's way more complex than that. I feel like I missed something or everyone is overreacting.

Not trying to pick on you fatam I just wanted to bring it up. <3
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
October 16 2012 03:03 GMT
#22
It's a personal preference thing. Rain vs. Parting a few days ago in WCS Asia is a good example of why it can be dumb. Or to go back a bit, check out Genius vs. Naniwa in last season's GSL (in both instances the map was Cloud Kingdom). Blink stalkers get a little silly with too much surface area to play around with, and people tend to go blink stalkers most of the time on these maps, which can make for less variety in games.

But some people don't have a problem w/ seeing blink stalkers all the time, so like I said it's just a matter of opinion.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 16 2012 03:44 GMT
#23
On October 16 2012 09:50 EatThePath wrote:
Can someone explain why cliff surface area is such a big deal. It's way more complex than that. I feel like I missed something or everyone is overreacting.

Not trying to pick on you fatam I just wanted to bring it up. <3


blink rush will become even more prevalent in hots because you dont have to go robo, momshipcore gives you vision. ive been experiencing the pain of this the past week in the beta :[
starleague forever
lefix
Profile Joined February 2011
Germany1082 Posts
October 16 2012 16:02 GMT
#24
I guess that's something you can criticize on every second map. What's important is how far from the cliff is the mineral line, and how fast can the defender move between main&nat compared to the attacker.
Map of the Month | The Planetary Workshop | SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 16 2012 17:44 GMT
#25
On October 17 2012 01:02 lefix wrote:
I guess that's something you can criticize on every second map. What's important is how far from the cliff is the mineral line, and how fast can the defender move between main&nat compared to the attacker.

This is more how I feel. There are a lot of subtler considerations that affect the dynamics of blink as a tactical and a strategic choice. I think maybe people who aren't intimately familiar with high level pvp overreact to seeing a whole army jump into a main base? idk.

It's definitely true that it can almost force players to go blink, which should be avoided ofc. However you have to reflect that if you prolong the part of the game defined by blink harass / contain, you begin to open up more variations in playing without colossus. Although I wouldn't want the latter at the cost of former, but a happy balance is great.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 16 2012 17:45 GMT
#26
On October 16 2012 12:44 a176 wrote:
Show nested quote +
On October 16 2012 09:50 EatThePath wrote:
Can someone explain why cliff surface area is such a big deal. It's way more complex than that. I feel like I missed something or everyone is overreacting.

Not trying to pick on you fatam I just wanted to bring it up. <3


blink rush will become even more prevalent in hots because you dont have to go robo, momshipcore gives you vision. ive been experiencing the pain of this the past week in the beta :[

yet another reason i am so confused by the mobile mcore.

and fuuuu to your beta XD
Comprehensive strategic intention: DNE
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