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[M] (2) Tendency

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-11-06 15:03:08
October 25 2010 09:55 GMT
#1
[M] (2) Tendency


PUBLISHED ON EU


IDEA

My main idea was to make a U-shaped map, but eventually I came up with a Q turned upside down. The maps strong point is its assymetrical play in longer matches. While Main, nat and third can be controlled by both, all other expansions provoce an assymetrical use of the map. Take the single and far away gold expansion that is in close flying distance to the mains, try to control the map by setting up a base on the triple vespene highground or take the fourth that is situated on a cliff together with your opponent potential fourth. Once you have taken the close and save Nat the setup will force lots of decisions on how to spread over the map, how to control the space and utilise both highgrounds.


FEATURES

    * open 1v1 melee map
    * map size 128x128
    * destructable rocks open extra path into fourth expansion(s) plateau
    * destructable rocks blocking gold expansion
    * one Xel'naga in centre to peek into both main pathes
    * rather short cliffwalk distance between mains
    * additional bigger choke into Nat via Third



OVERVIEW
[image loading]


MAP ANALYZER
[image loading]



MORE IMAGES
+ Show Spoiler +

perspective
[image loading]


main
[image loading]


nat
[image loading]


third
[image loading]


fourth
[image loading]


high yield
[image loading]


triple vespene
[image loading]


xel'naga watchtower
[image loading]








Looking forward to your critic and suggestions!
Leprechaun Tree
Profile Joined July 2010
United States21 Posts
October 25 2010 10:17 GMT
#2
Map analyzer pic is wrong.
I want da gold
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-25 11:24:15
October 25 2010 10:42 GMT
#3
On October 25 2010 19:17 Leprechaun Tree wrote:
Map analyzer pic is wrong.


what do you mean?

colors are different, but the image is readable as before. right now some people are trying around with new color schemes. I guess this is like a field study (:

To help you reading the map:
Mains are at 12 and 9. both close expansions are the naturals, third expansions at 3 and 6.


edited: added regularly colored map analyzer image.
Amadi
Profile Joined September 2010
Finland139 Posts
October 25 2010 12:40 GMT
#4
It claims everything is an Island, and that's mostly the issue. Your Main is an island, etc.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 25 2010 12:41 GMT
#5
So you want to force the players either taking bot expos bot or the HY?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
October 25 2010 13:48 GMT
#6
On October 25 2010 21:40 Amadi wrote:
It claims everything is an Island, and that's mostly the issue. Your Main is an island, etc.


that is a normal problem when there are no playerstarts on the map. I do not see this as an issue...

@ dezi:
I do not want to force anything. still I think there are some decisons to make after claiming third?
do you think the setup becomes too important?
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
October 25 2010 14:44 GMT
#7
I feel like the 3rd is way too easy to take, and also, the bottom right two expandsion are easily secured with well placed tanks. terrans could leave the destructible rocks opposite of their side of the map, and place tanks around chokes. Zerg will have a really diffuclt time surrouding at these choke points, so more air tactics will be more effective.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
October 25 2010 16:07 GMT
#8
On October 25 2010 23:44 FlaShFTW wrote:
I feel like the 3rd is way too easy to take, and also, the bottom right two expandsion are easily secured with well placed tanks. terrans could leave the destructible rocks opposite of their side of the map, and place tanks around chokes. Zerg will have a really diffuclt time surrouding at these choke points, so more air tactics will be more effective.


1. THIRD - yes, it is quite easy to take. I will think about a wider ramp to make it harder to keep. I think this map become increasngly interesting the longer the game goes.

2. FOURTH EXPANSIONS - the idea here is that securing one of the two fourth expansions kind of blocks the opponent from taking the fourth and shifts the maps setup because he will take high yield or triple vespene. While you are correct that terran can easily turtle here he would give map control away (he would have to position some tanks at fourth and more back in front of nat. with gld and triple vespene a zerg or protoss can out-macro. I understand your point on the rocks. I discussed this point with someone else lately taking your point of view. counter-argument was that with the DRs still up, the terran becomes even less mobile.

3. ZERG - might have a problem braking the defense of a turtling terran on fourth base(s) but has a lot of space on this map. this map is really open (!) pretty much everywhere except the two(!) chokes into natural. take a look at the central ramp into fourth. is is almost triple the size of a regular main's ramp. I can make it wider, too.

I am interested if you guys think that the base-setup is too experimental ('shared' triple vespene, gold and double fourth)?
should there be more possible expansion? I was thinking about a 'back door' into natural behind the main (towards outer edge) leading to gold where i can make some space for a small regular expansion or mineral only, e.g. when player is contained on main+nat.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 25 2010 17:57 GMT
#9
That's a really cool map. I usually don't like the Scrap Station kind of maps but this one looks fun. As many others I'm not sure about that double expansion in the bottom right. Maybe place some destructible debris at each choke?

Also I really don't get why so many people use those 2 choke natural entrances after they were criticised so much on Kulas.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 25 2010 19:54 GMT
#10
This map is slick like Rick

I like it a lot! Flop, the two choke natural on Kulas was WAY nastier than on Tendency because 1) it was wider I think (maybe samro do an openess pic of kulas nat versus yours, side-by-side?) and 2) because kuals nats were a ridiculous hop and skip away from each other. Oh yeah, AND the high ground in between nats could cliff you. So nasty, this map so nice

I do like the possibilities for expanding into the map. You cna play it safe and go nat->easy third or you can go for something more risky in the middle, and you have three flavors: high yield (good mineral rate), triple gas (stinky and delicious like garlic bread) or go for the more easily defended bases in the SE and potentially end up with both of them.

It's cool!
BoomStevo
Profile Joined August 2010
United States332 Posts
October 25 2010 21:02 GMT
#11
Third is really easy to defend.

I like your theory, but I'm not sure it works in practice. I don't think it's as simple as one player takes both fourths and the other player takes the triple gas and gold expansions. The triple gas is pretty impossible to take since it's in the middle of the map and on the most direct attack path. Taking the triple gas expansion feels a lot harder to defend than taking one of the fourths.

I don't know.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Samro225am
Profile Joined August 2010
Germany982 Posts
October 25 2010 21:05 GMT
#12
Openness
Kulas Vs Tendency
[image loading]

Tendency's chokes are quite a bit smaller. also -unlike to Kulas - the closer choke can be controlled from the main's highground and the distance to the main choke is much closer, too.

@dimfish: glad you like the possibilities of this map. when I designde the double fourth, my idea was that one could force the opponent to commit, e.g. ' when i take fourt prior to third you have to pressure me immediatly or take gold or try to take map control and triple vespene > otherwise i will end up with a free expansion or at least one more expansion (main>nat>fourth>third or as a terran main>nat>fourth>fourth).

i would just love if some people who play sc2 more competitivly than i do, could test this map a bit. probably fourth should have one mineral patch less each.
Antares777
Profile Joined June 2010
United States1971 Posts
October 25 2010 21:36 GMT
#13
I like the triple gas expansion, but you might wanna have some rocks there and maybe add some more mineral fields. But I like this map, it allows for the player to expand away from their opponent.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 25 2010 21:44 GMT
#14
Just yet noticed the one base in the mid has tripple gas. This way i think they layout and expo placement is fine. Only possible change i can suggest right now is an additional ramp to the 3rd (initially blocked) and the current one slightly replaced (further away).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 25 2010 22:11 GMT
#15
On October 26 2010 06:44 dezi wrote:
Only possible change i can suggest right now is an additional ramp to the 3rd (initially blocked) and the current one slightly replaced (further away).

I thought about that one too, but if you block the 2nd ramp it's gonna be even easier to take it early on, if you block the one close to your base it's gonna be way too easy for a terran to go up with tanks and siege the natural which I believe is possible by looking at the distance.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
October 25 2010 22:33 GMT
#16
I think controlling the XNWT is the only focus on this map right now, because if you control that, you also control the 4 and 5 o'clock expansions (not to mention the center ramp). Now if I control the XNWT, and you want to counter-attack my base, the only attacking lane is narrow and flanked by my main's high ground which should be pretty easy to defend. Not only that, but if I control the XNWT, I can threaten to control the area that leads to your main and two expansions if you move your army out of that position.
My psychiatrist says I have deep-seated Ragneuroses :(
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 26 2010 07:22 GMT
#17
On October 26 2010 07:11 FlopTurnReaver wrote:
Show nested quote +
On October 26 2010 06:44 dezi wrote:
Only possible change i can suggest right now is an additional ramp to the 3rd (initially blocked) and the current one slightly replaced (further away).

I thought about that one too, but if you block the 2nd ramp it's gonna be even easier to take it early on, if you block the one close to your base it's gonna be way too easy for a terran to go up with tanks and siege the natural which I believe is possible by looking at the distance.

You should be more concerned about siege tanks close to the main.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
October 26 2010 07:26 GMT
#18
On October 26 2010 07:33 A3iL3r0n wrote:
I think controlling the XNWT is the only focus on this map right now, because if you control that, you also control the 4 and 5 o'clock expansions (not to mention the center ramp). Now if I control the XNWT, and you want to counter-attack my base, the only attacking lane is narrow and flanked by my main's high ground which should be pretty easy to defend. Not only that, but if I control the XNWT, I can threaten to control the area that leads to your main and two expansions if you move your army out of that position.


I understand your point. is your conclusion that the only place to position ones forces is infront of own third with a few forces at the XNWT?
Samro225am
Profile Joined August 2010
Germany982 Posts
October 26 2010 22:03 GMT
#19
[image loading]


second ramp into third for quicker pushes and harassment
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 26 2010 22:06 GMT
#20
Why not use the straight cliff for ramp? Seems a bit weird this way.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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