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[M] (2) Gold Typhoon

Forum Index > SC2 Maps & Custom Games
Post a Reply
FiveAlarm
Profile Joined March 2010
United States57 Posts
September 09 2010 17:29 GMT
#1
Gold Typhoon - Current Version: 0.5
This map was formerly known as Typhon High Road but, I hated the name and the map was originally far too big for 1v1. Editing the old post proved to be a bad idea, so here is a new one. I've done a major re-work of the terrain since then and have renamed the map as well. As usual feedback of any kind is more than welcome. Thanks in advance!


Map Image:
[image loading]


Map Features:
  • Players: 2
  • Size: 144x128 (medium)
  • Bases: 2 mains, 6 standard expansions, 2 high yield expansions. Mains have 8min, 2gas. Expansions have 7min, 2 gas.
  • Destructible Rocks: Three rock formations divide the center high ground.
  • Sight Blockers: Some obscuring the Xel'Naga towers.
  • Xel'Naga Towers: One along each side path.

Author's Comments:
My goal with this was to create a map with decent expansion possibilities and multiple attack paths. The natural expansions are close to to the mains and open up in three directions outside their choke. The center allows flank attacks and provides a direct route to your enemy once broken. The side paths have more open spaces but, can be monitored by the Xel'Naga Towers.

Change log:
  • (0.4) Qrrbrbirlbel (Initial release)
  • (0.5) Some texture work

Download:
Map: No download link. Just search for "Gold Typhoon" on Bnet.
Map image: 2048px @ 1.1mb
o/ \o TEAMWORK!
DamageInq
Profile Joined April 2010
United States283 Posts
September 09 2010 19:16 GMT
#2
Looks great. Seems like seige tanks would be extremely powerful in securing your highyeild while denying the oppenents. I'd like to see how it plays TvZ and TvP.

Do the high yeilds have 6 or 7 patches?
"Scissors are OP. Rock is fine." -Paper
Acritter
Profile Joined August 2010
Syria7637 Posts
September 09 2010 20:46 GMT
#3
It looks very difficult to secure a third as Zerg. The gold is the only one that really be defended from 8 stimmed Marauders, and it can be shelled from the high ground by a tank setup.

Out of curiosity, how was the previous map "too big" for 1v1 play? Last I checked, there were plenty of relatively huge BW 1v1 maps, like Fighting Spirit and Destination.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
FiveAlarm
Profile Joined March 2010
United States57 Posts
September 09 2010 21:24 GMT
#4
There are 6 mineral patches at the high yields.

The high yield is supposed to be riskier than a regular expansion so I'm ok with tanks being useful to attack it. I made sure that only a couple tanks could reach some of the resource patches for denial. The building will be out of range unless they break down the rocks or go the long way around to cliff it.

I thought it was too big because there were some large empty spaces that looked ugly and I couldn't find a purpose for them. I didn't receive good feedback about them from friends or other mappers either. I decided to shrink the map vertically and keep the same basic features.
o/ \o TEAMWORK!
Antares777
Profile Joined June 2010
United States1971 Posts
September 09 2010 21:34 GMT
#5
Nice work. I like how the rocks block the center path so that Zerg can get an expansion up a little easier.

I do not like the position of the high-yield bases though. I would just turn the thirds into high-yield bases (they are imo already open enough to be hard to take), add DRs, and get rid of the other high yield bases by the center.
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