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[M] (2) TPW Starry Night - Page 2

Forum Index > SC2 Maps & Custom Games
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-11-06 17:04:21
November 06 2012 17:03 GMT
#21
The above analysis misses the point that if both players have the "prime location", then it's really easy to move to outside the natural unseen and attack the production / tech or the 3rd. There are actually a lot of runby possibilities that will quickly pull someone out of position from outside the tower spot.

There's no reason to move out on the map in any zerg matchup unless they took a base in the cw direction. By putting a 6m1hyg in the tower pocket base, you make the main pocket base even more attractive for the 4th. Apart from the timings of the game where you are forced to turtle anyway precluding early map presence, I just see players taking 4 bases clumped in the corner they start in, and sitting outside the natural. They are able to walk to the 3rd or 4th very easily and defend the walls they have put up there, they are close to defend drops, and it's very static.
Comprehensive strategic intention: DNE
Aaarrrgh
Profile Joined November 2012
4 Posts
November 06 2012 18:50 GMT
#22
I just gave this map a spin on EU in the arcade.

The way engagements play in the center, with the two sensor towers, is extremely interesting. I very much enjoyed it.

However, one problem. Bases at 3 and 9 o'clock were messed up - you need to spread the gas geysers a bit further apart - otherwise, it's impossible to put down hatcheries.
Quakecomm
Profile Joined April 2012
United States344 Posts
November 06 2012 19:09 GMT
#23
Publish on NA please!
I love this map!
gorkey island is the only good map
lefix
Profile Joined February 2011
Germany1082 Posts
November 06 2012 19:44 GMT
#24
On November 07 2012 03:50 Aaarrrgh wrote:
I just gave this map a spin on EU in the arcade.

The way engagements play in the center, with the two sensor towers, is extremely interesting. I very much enjoyed it.

However, one problem. Bases at 3 and 9 o'clock were messed up - you need to spread the gas geysers a bit further apart - otherwise, it's impossible to put down hatcheries.


Oops, I had already fixed that, just forgot to upload it :D
Sorry
Map of the Month | The Planetary Workshop | SC2Melee.net
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
November 06 2012 21:26 GMT
#25
i would suggest xnt low ground, to prevent ease of split map scenario's
Live Fast Die Young :D
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
November 06 2012 22:11 GMT
#26
TPW Barry Night

Jokes aside, really cool map. I love the expansion pattern, but share the same opinion as most other people.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
lefix
Profile Joined February 2011
Germany1082 Posts
November 07 2012 09:10 GMT
#27
Map updated on EU and NA now
Map of the Month | The Planetary Workshop | SC2Melee.net
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
November 10 2012 23:11 GMT
#28
Ohhh, looks like a really nice map :D
UPLOAD ON SEA? :D
John 15:13
necrimanci
Profile Joined March 2011
70 Posts
November 13 2012 17:40 GMT
#29
This has to be the best map ever :0 All the army movement needed to secure bases later into the game would make for an amazing gameplay. I wish tournaments werent so stagnant with map pools.
Doominator10
Profile Joined August 2012
United States515 Posts
November 13 2012 20:00 GMT
#30
Would you mind sending Kabel the updated version for the Starbow custom!? Would really love to get this map on that as the layout is extremely interesting, lots of bases that are actual choices which side to take, and would be extremely epic for this MOD.

<--- Looking for new awesomesauce maps to play on Sbow. Its hard to find people willing to play new random maps in the current melee custom game lobby
Your DOOM has arrived,,,, and is handing out cookies
Quakecomm
Profile Joined April 2012
United States344 Posts
November 14 2012 21:36 GMT
#31
On November 06 2012 19:30 lefix wrote:
trying out the suggested changes and playing around with rock placements. Also fixed quite a few funky mineral placements.
I'll upload to NA as well as soon as the map reaches a more finalized state.

[image loading]

Thanks!
gorkey island is the only good map
Doominator10
Profile Joined August 2012
United States515 Posts
November 15 2012 01:18 GMT
#32
omg no wonder I'm having trouble finding these maps. YOUR PUTTING MELEE MAPS IN THE ARCADE! as opposed to the SC2 custom game pool. Custom games is where melee maps are supposed to go now, arcade is for stuff non-standard sc2. This makes it really difficult for lowly newblets like me >:S
Your DOOM has arrived,,,, and is handing out cookies
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 15 2012 06:49 GMT
#33
im not sure why but i dont like the textures, they are too plain without any real grab, (though original.)

also i would make those middle expos gold, (with rocks,) and then make the middle ramps 1 step bigger - cause any real offensive mid-late would be hard since they are so small... THAT SAID its really really good - the overall layout is great.
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
December 04 2012 13:01 GMT
#34
Hey keep us updated on this map, it looks extremely promising
John 15:13
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
December 04 2012 13:37 GMT
#35
For a TPW-map its abit bland... I dont know, there isnt that usual 'SHAZAAAM' the TWP-maps give me
KCCO!
Just_a_Moth
Profile Joined March 2012
Canada1970 Posts
December 04 2012 21:24 GMT
#36
This map is too good. And in my opinion not bland. It just doesn't have anything that jumps out at you, but still looks great.
Millet
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2012-12-04 23:43:33
December 04 2012 22:59 GMT
#37
This map has to be the very most interesting map I've ever laid eyes on, not to mention the aesthetics are spectacular! I really like the zoomed in planet view in the background. This map is sure to give amazing game play I feel. I hope this map get picked for MotM and maybe even used in tournaments.

With that being said I have some things that might make the player experience better over all (please comment on these whether you agree or disagree, as I could be wrong):

1. Both Xel'Naga Towers cover all ground pathways. This makes counter attacks harder, which I think damages the game play experience over all.
Solution: The low ground ramp south of the southern Xel'Naga tower (the one with a purple mineral node right next to it, closest to the reaper entrance into the main) could be pulled a bit more away from the XNT, to leave a couple of squares of unseen terrain. Same goes for the other side of the map of course. Spotters should be needed in order to cover all ground paths in my opinion.

2. I really feel like the 6 and 12 o'clock bases could use gold mineral patches (the base that is south of the ramp I described in point 1). The reasoning for this is that this base is probably one of the last ones any player will take, being the very riskiest base on this map. High risk and high reward. Gold bases should never be where you'd want to position your army (like on vanilla antiga shipyard), so I feel like this is the place to put the gold base, if any.

3. There seems to be few places you can put your overlords anywhere above ground terrain for scouting. Correct me if I'm wrong, it's hard to see on the picture given. Safe spots for overlords in the middle of the map gives edges to better players which I'm all for. Think of the pillars scattered through the map daybreak, where you can position overlords at key spots for scouting. The number and position of these is up for discussion of course. Scratch the whole 3rd point, I just checked the map out

4. In the picture below (in the spoiler) we imagine a terran trying to bunker a zerg. The bunker can be placed right beneath the Zergs ramp with the marine tucked away in a 1x1 square, making the marine completely safe until the bunker is finished. The terran would only require one more bunker to be able to hit zergs expansion.
Solution: make that specific square un-walkable terrain on both sides of the map.

+ Show Spoiler +
[image loading]


I really have high hopes for this map, it's looking to be lots of fun!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 05 2012 08:00 GMT
#38
holy shit this map looks badass dude
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
nomyx
Profile Joined June 2012
United States2205 Posts
December 20 2012 05:51 GMT
#39
Sexy looking map mate, it just love how the textures blend in with each others.

Chronopolis
Profile Joined April 2009
Canada1484 Posts
December 21 2012 16:25 GMT
#40
That just a pleasure to look at. Very nice colour scheme, the layout seems aesthetically pleasing as well.
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