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[M] (2) Tikal

Forum Index > SC2 Maps & Custom Games
Post a Reply
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-05-15 00:50:48
May 06 2021 00:39 GMT
#1
[M] (2) Tikal

[image loading]
(click to enlarge)

Size: 108×168
Spawns: Top Right, Bottom Right
Published to: NA, EU, KR (as [ZoU] Tikal)
Rush distances:
Top of main ramp to top of main ramp: 31





Description:

Tikal has a very short rush distance (same as Beckett Industries). To compensate for that its expansions are mostly further away from the opponent and the natural wall is only 7 tiles wide (two buildings + gap) which helps against 12 pools. It has a central forward fortress time base that's good to control and is near the watchtower, several bases exposed mineral lines, is fairly choky, and has very little airspace. There's some speed and slow zones to facilitate maneuvering, and surrounds.

I made this since I wanted to make a more elongated reflective symmetry rush map, since that's something we haven't had much. Terran might still be too good on it (like on most recent rush maps) due to the chokiness though.

Other maps: https://imgur.com/a/Vwyn9sl
CharactR
Profile Joined January 2020
Canada105 Posts
May 06 2021 23:57 GMT
#2
There's never a map you make that I don't think is interesting or refreshing in some way. I do agree that it's a bit choky in places, but otherwise, it's still a cool-looking map.
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 07 2021 00:55 GMT
#3
On May 07 2021 08:57 CharactR wrote:
There's never a map you make that I don't think is interesting or refreshing in some way. I do agree that it's a bit choky in places, but otherwise, it's still a cool-looking map.


Thank you. For better or for worse I do try to make most of my maps different from the norm.
MJG
Profile Joined May 2018
United Kingdom927 Posts
May 07 2021 08:30 GMT
#4
Can you explain the thinking behind the low-ground bases that are behind the watchtower bases?

I feel like all they do is needlessly obstruct army movement.
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 07 2021 15:19 GMT
#5
On May 07 2021 17:30 MJG wrote:
Can you explain the thinking behind the low-ground bases that are behind the watchtower bases?

I feel like all they do is needlessly obstruct army movement.


It's mainly because I wanted 7 bases per side rather than 6.
Husyelt
Profile Blog Joined May 2020
United States830 Posts
May 14 2021 18:05 GMT
#6
I almost would like if the slow and fast zones, (on the left side,) were switched. I do love that the actual middle section of the map has no bases, and is a positional battle field. Great layout.
You're getting cynical and that won't do I'd throw the rose tint back on the exploded view
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 14 2021 18:16 GMT
#7
On May 15 2021 03:05 Husyelt wrote:
I almost would like if the slow and fast zones, (on the left side,) were switched. I do love that the actual middle section of the map has no bases, and is a positional battle field. Great layout.


Hmm... I'd originally not done that because I felt it made the leftmost bases too close to each other, but looking at how things turned out I don't think that's the case anymore.

Yeah I like the suggestion, I'll swap the zones.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
May 19 2021 14:22 GMT
#8
I like it, but why so much wasted space at the corners?
10%
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 19 2021 15:06 GMT
#9
On May 19 2021 23:22 sTYleZerG-eX wrote:
I like it, but why so much wasted space at the corners?


It's not "wasted" space. Reflect symmetry maps often don't want to use the corners (e.g Newkirk Precinct) because you want pathways to flow towards the middle. Sometimes you want to fit in a map in the corner furthest from the opponent, sometimes you don't. One option isn't superior to the other.

Using up the entire rectangle doesn't automatically make a map better--there's nothing special about a rectangle. You do want to be careful about unnecessarily adding airspace, but in this case it's not going to be abusive or anything.
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