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[M] (2) TPW Starry Night

Forum Index > SC2 Maps & Custom Games
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lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-11-09 12:10:41
November 05 2012 23:26 GMT
#1
[image loading]

TPW Starry Night
by lefix
Map Size: 166x132
Tileset: Shakuras/Tarsonis
Spawns: 2
Bases: 14
Published: EU, NA


About:
This is basically a recycled version of Pegasus, with the halfs rotated instead of mirroring them.
I wanted to do a space Shakuras theme at first, but since I don't like Shakuras that much, I mixed it up with Tarsonis and got this rather fancy purple/yellow contrast, which I love and hate at the same time :D

In terms of gameplay, I guess this map has 'harder' bases than ny maps usually do. The bases are nicely spread across the entire map. Even tho there are 14 bases total, it is not a real issues as it is highly unlikely players will both hold 7 bases each. Each base on the map is kind of unique, which hopefully should create various different gameplay scenarios - something that I always try to achieve with my maps.

Screenshots:
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Map of the Month | The Planetary Workshop | SC2Melee.net
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
November 05 2012 23:42 GMT
#2
I like this name of the map, so will try it tomorrow just cause of that. ^^ GJ
The heart's eternal vow
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 06 2012 00:05 GMT
#3
I really like the look of the map. Also like the different expansions, especially the upper right/lower left ones. Since you can wall those off, they become really easy to defend with a small number of units.
Gfire
Profile Joined March 2011
United States1699 Posts
November 06 2012 00:06 GMT
#4
I like the textures. I find the openness to be a bit too consistent throughout the map, though. Some tighter chokes would be welcome, maybe exchanging some 3x ramps for 2x or something. Kinda seems like the engagements will be the same no matter where you put your army.

I like seeing a big macro 2p map, though. Not sure why everyone thinks a map needs to be 4p to be big or have a lot of bases.
all's fair in love and melodies
Fearlezz
Profile Joined April 2010
Croatia176 Posts
November 06 2012 00:20 GMT
#5
Love the texturing, except how the big hexes blend with dirt/crack textures.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
November 06 2012 00:41 GMT
#6
looks good dude!
SC2 Mapmaker
Just_a_Moth
Profile Joined March 2012
Canada1952 Posts
November 06 2012 01:57 GMT
#7
This is the best map I have ever seen. Seriously. All major tournaments should immediately start using it.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-06 02:26:29
November 06 2012 02:24 GMT
#8
I find the openness to be a bit too consistent throughout the map, though. Some tighter chokes would be welcome, maybe exchanging some 3x ramps for 2x or something. Kinda seems like the engagements will be the same no matter where you put your army.


I kind of agree. I also think the 7th bases should be removed, but other than that the map is pretty cool. (oh and I feel like the protoss decals should be a little less orange :-P)

Good job overall. Aesthetics are pretty nice, and the backdrop you chose works really well with the map.
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
November 06 2012 03:20 GMT
#9
SC2 maps seem to be degenerating into variations on connect the dots. You can be wherever you need to be with a hop skip and a jump. I feel like this is a little too homogeneous and connected, although I like it in contrast to the predominating GSL style of open ground + high ground platform, and you do it oh-so-well lefix.

That said, I really like the thought put into the bases, like the vertical 3rd and 4th base. I'm worried the low ground pocket 4th against the main will end up being the default 4th base, leading more towards ball of bases ball of units monolith engagement. Did you think about this as a 6m1hyg? I think that would really help light up the corners. Sort of how Daybreak used to be that way but once it had a full base in the middle every game was a 3 base --> middle --> slugfest.

Very cool textures of course. I'm curious how much itty-bitty work you had to do for the blue cracks on the dirt, did you put the dirt on top or paint the cracks carefully or just gently airbrush?
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 06 2012 04:12 GMT
#10
It's a bit boring the thirds look almost the same as my upcoming map hehe

It seems a little big. Whatever.
Mapmaker of Frost, Fruitland and Bridgehead
Atrbyg
Profile Blog Joined October 2011
United States513 Posts
November 06 2012 04:14 GMT
#11
This is a really nice map. I like the aesthetics a lot.

I think you should consider putting some destructible rocks on the ramps to vary the width of the chokes. Also the top right and bottom left bases seem rather unnecessary and could be removed in favor of a bit more airspace in those corners.

Timetwister22
Profile Joined March 2011
United States538 Posts
November 06 2012 04:23 GMT
#12
This map is SO cool. So much so that I got really excited once I realized what I was looking at. However, what makes this map so cool is also what I feel happens to break the map...to an extent. Let me first demonstrate with a pretty picture:
+ Show Spoiler +
[image loading]
Blue blob my army. Blue line is a wall. Red lines show enemy attack paths seen by tower. Orange shows only unseen ground path. Blue squares are bases my army is defending from the position it is in.


So basically you put your army in this "prime position" near the tower, and if you see an enemy attack you reposition your army accordingly. Thus, you're able to defend almost every base on your side of the map, which I highlighted using blue squares. With tower sight, that shouldn't be very hard to do.

However, other maps such as daybreak also have these prime positions. With daybreak, it happens to be at the XWT, just like on this map. The difference is that this map forces the player to utilize the prime location early in the game. That's because other maps provide better positions to put your army early game, where this map does not. As a result, the prime position on other maps don't really come into play until late game. Booooring. The early use of the prime position here is what makes this map so cool. Essentially, this map expresses the motto of "the best defense is a good offense" without requiring the player to commit to any sort of aggressive play.

Yet, the prime position on this map has some very big flaws that essentially break the map. It is too powerful and too exposed. You might think, "Well yeah...if it's strong it should be exposed and hard to defend." However, I'd argue against that since this strength also comes with a fairly large weakness of drop and air play. Designing a position that's strong for ground, but very vulnerable to air and drops is super cool. Though, I do feel it's a bit too strong. Will get to that in a bit.

Firstly, the prime position is too open. This doesn't make it a good spot to put your army early game, despite how cool it would be if you could. Yet, there isn't any better place to position your army to adequately defend your third aside the prime position. Considering just how hard that spot is to hold early game, you're probably not going to see players go beyond 2 base very often.

Secondly, if you do manage to secure the prime position early game and survive, it is way too strong. Being able to defend 5 bases from one location should make just about anyone cringe. Now, you do have to occasionally pace away from the prime location in order to get into the best position for an incoming attack. But the tower gives sight, so that pacing doesn't require any additional apm or skill from the player that is usually associated with scouting by other means.

Luckily for you, I have a suggestion that keeps the super awesomeness of how the prime position works, while fixing some of the problems that come with it.
+ Show Spoiler +
[image loading]
The circle on ramp represents rocks, making that ramp just like the ramp outside the nat on CK. Base with red X, either remove it or make it a half base. Adjust the corner bases to make room for a droppable cliff behind it, which is outlined in white. The area with the white check mark is just a little area you could consider adding. Would allow for a little drop harass on the third, but I could see it being a bit too strong. The choke I added by the base at 12 is well....a choke.


The idea behind these changes is to allow the prime location to come into play earlier in the game, while emphasizing it's weakness. If your opponent is going for heavy drop or air play, utilizing the prime location will put you far out of position to deal with it. However, if your enemy is going for ground play and utilizing the prime location himself, you have the choice to either go drop/air harass or go ground yourself. Thus, this map really allows players to develop rock, paper, scissors types of scenarios.

Overall, this is some pretty cool stuff if you ask me.
Former ESV Mapmaker | @Timetwister22
Gfire
Profile Joined March 2011
United States1699 Posts
November 06 2012 04:47 GMT
#13
Oooh, Timetwister. <3

Very well said. I really agree with those changes. Using some chokes to allow some forward positioning without having a huge army is just what this map needs.
all's fair in love and melodies
Quakecomm
Profile Joined April 2012
United States344 Posts
November 06 2012 05:05 GMT
#14
<3
Great work.
gorkey island is the only good map
eTcetRa
Profile Joined November 2010
Australia822 Posts
November 06 2012 05:30 GMT
#15
Love the aesthetics of this map, purple and yellow is definitely unique.

As far as the layout is concerned I think it looks pretty solid and I am happy to see a 14 base macro map with only two spawns. Army positioning will change with every base your take and there are some quite strong forward positions, to make it less "in base turtle" style.

Well done, a good map.

Will come back with more detail when I get home.
Retired Mapmaker™
HeavenResign
Profile Joined April 2011
United States702 Posts
November 06 2012 05:32 GMT
#16
This map looks amazing. Wow. Also Timetwister's changes seem baller.
PsykoMantis
Profile Joined June 2010
United States203 Posts
November 06 2012 06:08 GMT
#17
Any chance you could get this published on NA? This map looks awesome!
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-11-06 10:32:10
November 06 2012 10:30 GMT
#18
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]
Map of the Month | The Planetary Workshop | SC2Melee.net
lost_artz
Profile Joined January 2012
United States366 Posts
November 06 2012 12:42 GMT
#19
The slightly difference in colors of the high ground and low ground was en excellent choice. It make it extremely easy to see what's what
ArcticRaven
Profile Joined August 2011
France1406 Posts
November 06 2012 16:23 GMT
#20
On November 06 2012 08:26 lefix wrote:
I wanted to do a space Shakuras theme at first, but since I don't like Shakuras that much, I mixed it up with Tarsonis and got this rather fancy purple/yellow contrast, which I love and hate at the same time :D


Die you fool !
[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!
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
Australia2111 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
Australia2111 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
Canada1952 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.
Veloh15
Profile Joined January 2012
United States161 Posts
January 02 2013 22:28 GMT
#41
Hello I have recently been playing this on the NA servers. Really loved how the middle worked, but I must say the main and natural seem small. Also if you are interested I can easily upload this to HoTS server as I would love to give it a spin there!
fryedman
Profile Joined June 2012
United States10 Posts
January 22 2013 23:17 GMT
#42
This map is very good, I like how the path ways not only open up the expansions to be attacked/defended straight march from the main(s) The strength paths also open up a lot of early game aggression, with the blink stalkers (though not quite earlygame), and reapers being able to take a fast path to hop over the cliffs and also allow lings to have a relatively narrow pathway into the basses. I can also see a few terran players being able to keep a say two basing protos contained inside his base with tanks and bunkers (but past that initial choke would be quite hard to keep someone contained like that).
Good map over all, giving advantages and disadvantages to each race.
"It is better to have lost a game at starcraft 2, then to never have played at all"
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