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[M] (2) Tarsonis Outpost

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mereel
Profile Joined February 2010
Germany895 Posts
December 20 2011 22:19 GMT
#1
[image loading]


Here is another Map, i tried to use the Tarsonis tileset from Starcraft1. I think it turned out okish. Layout is pretty standard, tried to avoid circly syndrom and added a cute backdoor path to let the worker expand easir to the fourth ^.^
There is a possibility to add rocks on the natural bridge, im open for ideas.

General:
+ Show Spoiler +
Texture: Costum
Playable: 136x104
Expands: 10
Xel'Naga: 2

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/K2PAr.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]

[image loading]
[image loading]

[image loading]
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TPW Mapmaking Team
Meltage
Profile Joined October 2010
Germany613 Posts
December 21 2011 13:13 GMT
#2
Thats a one-mineral field wall? so the choke is 1 square wide? Whats the idea - expand or sneaky atk path?
http://mentalbalans.se/aggedesign
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 21 2011 13:13 GMT
#3
Aesthetics look so oldschool and cool, good job!

Space management seems rly good in this map and overall the proportions feel quite nice.

With the size and 10 expansions only I'm a bit worried about this map's lategame potential tho. Imo Daybreak has shown that we should go in the other direction and make maps a bit bigger.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Samro225am
Profile Joined August 2010
Germany982 Posts
December 21 2011 15:23 GMT
#4
intersting how taking third is harder than taking third. while the map split scenario is the same whatever third you take, it seems intersting enough. nice pathwork or in general the central layout. really promising. the only let-down in my opinion is that there are no alternative map split scenarios and the kinda low number of bases.

DRs instead of the mineral block would provide a more agressive play. did you decide against the rocks to make 2 base pushes at the beackdoor less a problem?

wall-in options are kinda meh :/ rocks? could you provide some insight in how you think army positioning will develop between two and four bases?
Archvil3
Profile Joined September 2010
Denmark989 Posts
December 21 2011 16:30 GMT
#5
I like the map, not a lot of playable maps of that size but i think you have pulled it off nicely. I might even like the mineral blocks for once. I'm curious to see how the very narrow path plays out, if it become a balance issue and how players deal with it.

@samro
I dont agree taking third is harder then taking third. Taking third is exactly as difficult as taking third.
Let thy speech be better than silence, or be silent.
KoBlades
Profile Joined April 2011
Austria248 Posts
December 21 2011 19:01 GMT
#6
sorry, but what is this mineral wall for? i really dont understand it, is it to make a little backdoor if it gets mined out, or what? ive never seen that before.
"What do you know about fear?" -"Everything."
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-12-21 19:04:20
December 21 2011 19:04 GMT
#7
Very nice, the mineral patch in places like that has always been a cool idea
Knowing is half the battle... the other half is lasers.
Mereel
Profile Joined February 2010
Germany895 Posts
December 21 2011 20:15 GMT
#8
On December 21 2011 22:13 Meltage wrote:
Thats a one-mineral field wall? so the choke is 1 square wide? Whats the idea - expand or sneaky atk path?


its 2 square wide, and the idea is just to reduce the path for the worker to build the next expantion. if you want to use it as sneaky attack path, that works too but can be easily blocked by a building

On December 21 2011 22:13 Ragoo wrote:
Aesthetics look so oldschool and cool, good job!

Space management seems rly good in this map and overall the proportions feel quite nice.

With the size and 10 expansions only I'm a bit worried about this map's lategame potential tho. Imo Daybreak has shown that we should go in the other direction and make maps a bit bigger.


maybe...i think its big enough

On December 22 2011 00:23 Samro225am wrote:
intersting how taking third is harder than taking third. while the map split scenario is the same whatever third you take, it seems intersting enough. nice pathwork or in general the central layout. really promising. the only let-down in my opinion is that there are no alternative map split scenarios and the kinda low number of bases.

DRs instead of the mineral block would provide a more agressive play. did you decide against the rocks to make 2 base pushes at the beackdoor less a problem?

wall-in options are kinda meh :/ rocks? could you provide some insight in how you think army positioning will develop between two and four bases?


just talking about the rocks on bridge, i originally had them on the bridge for easier natural but tanks can reach the gas from behind the rocks so i removed them...now its more xelnaga style fe.

i see the gameplay evolve around both highgrounds and split attacks on both fourth.

On December 22 2011 04:01 KoBlades wrote:
sorry, but what is this mineral wall for? i really dont understand it, is it to make a little backdoor if it gets mined out, or what? ive never seen that before.


yes thats right
TPW Mapmaking Team
FlaShFTW
Profile Blog Joined February 2010
United States10141 Posts
December 21 2011 21:11 GMT
#9
looks like a very solid map. decently hard to take third.

really like the neutral mineral patches.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The Final Boss
Profile Joined February 2011
United States1839 Posts
December 21 2011 21:12 GMT
#10
I really like your maps. I know that another one of yours is only uploaded on EU, but what about this map. I love maps with little mineral blocks (even if it isn't that big of a deal) and I really want to play this! :D

Great looking map.
KoBlades
Profile Joined April 2011
Austria248 Posts
December 22 2011 10:38 GMT
#11
but wouldnt these mineral walls be quite terran favored, because of mules mining them out much faster? and are these minerals normally sized (2000 mins to mine) or are they smaller? if they are small like only 500 mins, i think it wouldnt be as bad because of the mules (they would still mine out faster but the difference wouldnt be as bad i think). or am i missing something that would make this balanced?

All in all, i like your map, not only the aesthetics but also the layout looks very interesting!
"What do you know about fear?" -"Everything."
Mereel
Profile Joined February 2010
Germany895 Posts
December 22 2011 12:37 GMT
#12
minerals are 41
TPW Mapmaking Team
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