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[M] (2v2) TPW Stormborn

Forum Index > SC2 Maps & Custom Games
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Archvil3
Profile Joined September 2010
Denmark989 Posts
December 05 2012 09:53 GMT
#1
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TPW Stormborn
By Archvile
156x172
Available on EU

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Top down overview
+ Show Spoiler +
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Close ups
+ Show Spoiler +
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Let thy speech be better than silence, or be silent.
Sumadin
Profile Joined August 2011
Denmark588 Posts
December 05 2012 09:59 GMT
#2
The Top down overview picture isn't working nor is the lowest of the close ups.

I don't know much about 2v2 maps so can't really say alot. Islands and Gold bases are both there so lots of Variety. Wish we would see that more often in 1v1 maps.
The basic key to beating a priest is playing a deck that is terrible.
Archvil3
Profile Joined September 2010
Denmark989 Posts
December 05 2012 10:02 GMT
#3
On December 05 2012 18:59 Sumadin wrote:
The Top down overview picture isn't working nor is the lowest of the close ups.

I don't know much about 2v2 maps so can't really say alot. Islands and Gold bases are both there so lots of Variety. Wish we would see that more often in 1v1 maps.


yea imgur is causing me a headacke right now. I have tried uploading the missing pictures several times and they still wont show. I will try again later.
Let thy speech be better than silence, or be silent.
Fatam
Profile Joined June 2012
1986 Posts
December 05 2012 12:44 GMT
#4
Nice simple + clean aesthetics. I remember a high level 2v2 guy posting and saying that mains/nats really need to be more defensible so these are probably good. Islands in 2v2 seems fun, too.

Only thing I don't like is the name, it doesn't really make sense for the aesthetics :-P But I guess that doesn't really matter.
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
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-12-05 19:37:59
December 05 2012 19:12 GMT
#5
I feel the middle is too choke heavy, putting an army in the middle with static defenses in the 3 entrances will let you defend your side pretty easily while allowing for pressure on the other side, don't know if that is good or bad, since it rewards good positioning and simcity.

Other than that seems like a good map, but will have to try it a bit before giving more feedback.

EDIT: only played a single game so far, but what I can say already is that the mineral placement is not optimal, you should copy mineral and gas placements from ladder maps, right now some patches are further than the standard.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
December 05 2012 20:07 GMT
#6
I wish there were more chokey maps. Dynamic maps with backstabs and army movement are fun, but this handicaps T and P because they rely on tanks / sentries to live in 1v1, but they do not have that luxury in team games. Making Terran play bio against Zerg on every single damn team map is ridiculous.
6pool/cannon still may be strong, not sure about the scale of this map.

HyDrA_solic
Profile Blog Joined February 2011
Portugal491 Posts
December 05 2012 23:23 GMT
#7
just add some aos blockers in the middle, and if the proportions are correct for 2v2 we have here a good and clean map. Wait for some round up tests, and send it to blizzard.
It's all about the reflections of freedom. Even though he hoped for a better world, with all his strenght, all his will, the most he could do was to make her smile.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 06 2012 00:41 GMT
#8
This map definitely has the right idea. Interesting that there are no xel naga towers. The gold bases in the middle might be a bit much regular bases would probably be OK. 20 bases is more than any 2v2 map that has ever been in ladder! (Not that that is necessarily right). Nice job.
~ ~ <°)))><~ ~ ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 06 2012 02:07 GMT
#9
Wow! I love this! Cleanly executed great concept.
Comprehensive strategic intention: DNE
cpc
Profile Joined June 2011
Australia126 Posts
December 06 2012 02:11 GMT
#10
Looks like it would be a fun map to play 2v2 on, lots of expansions . Much better then all the 2v2 ladder maps.
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
December 06 2012 04:46 GMT
#11
Seems like a solid 2v2 map, for sure. Love that whole curvy shape in the middle, I think the design of the map is overall very clever.
You mean I just write stuff here and other people can see it?
Nisyax
Profile Blog Joined January 2012
Netherlands756 Posts
December 06 2012 08:32 GMT
#12
Looks really nice for 2v2, good job
Callynn
Profile Joined December 2010
Netherlands917 Posts
December 06 2012 08:45 GMT
#13
Cool! I absolutely love this map - equal footing start, and expansions for both. That is what most 2v2 maps are missing. The middle looks very interesting. The only thing I want to comment on is the fact that airplay is a tad stronger for harassment due to the island-like setup of the starting 'fortress'. A way to blink in or drop-over could help adress that, unless if this was your intention.

I can see most openings that include air rush to be effective here, such as banshee, muta and phoenix/vr openings while the other teammate defends. The wide opening towards the naturals adresses this somewhat, because expanding and rushing is very hard with such a ramp

I like it and will give it a try today.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
December 06 2012 12:39 GMT
#14
It might be too good to hold the middle. It's high ground, easily defendable and there is no way to bypass it on the ground.
Fatam
Profile Joined June 2012
1986 Posts
December 06 2012 14:01 GMT
#15
On December 06 2012 21:39 VoirDire wrote:
It might be too good to hold the middle. It's high ground, easily defendable and there is no way to bypass it on the ground.


Well, if anything some of the 2v2 metagame would be different. Normally blink stalkers are great in 2v2; here they would be pretty mediocre. Tanks can be outmaneuvered on a lot of 2v2 maps, but here they might be strong. etc.
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
Quakecomm
Profile Joined April 2012
United States344 Posts
December 13 2012 00:09 GMT
#16
Finally, a viable 2v2 map! Looks very well done. Any plans to publish on other severs?
gorkey island is the only good map
FlaShFTW
Profile Blog Joined February 2010
United States10402 Posts
December 13 2012 00:13 GMT
#17
too easy to take the naturals. one give dynamic of 2v2s is that there's a major risk in fast expoing. here, it is too easy to defend a quick expo.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
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TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 13 2012 02:24 GMT
#18
On December 13 2012 09:13 FlaShFTW wrote:
too easy to take the naturals. one give dynamic of 2v2s is that there's a major risk in fast expoing. here, it is too easy to defend a quick expo.


I think some of this could be alleviated by, as Callynn pointed out, making the naturals cliff-walkable. It might be necessary to give the attacking team a spot for ranged units to shoot up at the units on top. Right now the only thing attackers have going for them is they are on the right side of the concave.
~ ~ <°)))><~ ~ ~
moskonia
Profile Joined January 2011
Israel1448 Posts
December 13 2012 05:08 GMT
#19
On December 13 2012 09:13 FlaShFTW wrote:
too easy to take the naturals. one give dynamic of 2v2s is that there's a major risk in fast expoing. here, it is too easy to defend a quick expo.

Did you play the map? On what basis do you say that? I have played on it several times and actually the natural is pretty hard to take since its very open, also the main entrance is pretty open. For example look at a map like molten core, taking the natural there requires much less buildings, of course there are much harder maps to take the natural, but also here you can't take one base easily, it is as hard to take 2 as it is to take 1.

The only thing that makes the naturals easier to take than on most maps is the rush distance, which is pretty large, but this map supposes to be a macro map, so its cool.
Sjokola
Profile Joined November 2010
Netherlands800 Posts
December 13 2012 09:51 GMT
#20
I look like if you're playing terran holding the middle w/ tanks lets you lockdown the whole map. No other routes to run around.
Samro225am
Profile Joined August 2010
Germany982 Posts
December 13 2012 11:12 GMT
#21
On December 13 2012 18:51 Sjokola wrote:
I look like if you're playing terran holding the middle w/ tanks lets you lockdown the whole map. No other routes to run around.



that's a lot of tanks.have you tried that in game? let us know if you were successful. That is a lot of supply stretched out thin. the middle is quite large.
hfsrj
Profile Joined October 2012
Germany166 Posts
December 13 2012 12:59 GMT
#22
The structure of the map really favors T and P as opposed to Z. Don't think a centralized path is suitable in any map, does not give enough freedom.
moskonia
Profile Joined January 2011
Israel1448 Posts
December 13 2012 22:07 GMT
#23
If you put all your forces mid map your very vulnerable to nydus / drops / air harass, also you can't forget that while Zerg is considered a mobile "swarm" race, in the current metagame it is not that mobile, a spine/spore crawlers wall is just as good as a cannon wall or a bunker wall, if not better. Also Zerg has the best siege breaker unit, the brood lord, so the middle being a bit choke heavy should not be that much of a problem to Zerg players in the lategame.

Of course in the midgame if a Protoss / Terran can get a good wall of cannons and siege tanks with some sentry support they have a very good position, but the Zerg players can try to break the hold in the middle until the wall is formed or try to go around it, since in the midgame you won't have enough units to both defend the middle and your bases.

While only 1 large path in the middle is not common, I think its OK on this map since air harass should be pretty easy and cause the place of the contain still lets you have a lot of bases possible, which allows you to tech up.
Ruinsteel
Profile Joined April 2012
United States43 Posts
December 14 2012 01:45 GMT
#24
I like it! As someone who commonly plays team games with friends, I think this map is a pretty good 2v2 map. While I think the chokes may be a bit much, it doesn't really bother me. The layout is pretty cool, and I feel the chokes really promote map control and smart engagements.

The aesthetics are clean and simple, and there are actually expansions past 2 bases! Definitely an improvement over current ladder 2v2 maps, which really, in my opinion, need to be changed.

Overall, I think its a good 2v2 map, definitely something I wouldn't veto!
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