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TPW Sacred
by Meltage
by Meltage
![[image loading]](http://i.imgur.com/P7j8x.jpg)
Angled view:
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Stats
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Size: 140x130 playable
Bases: 12 (10 regular, 2x 6 mineral, 1 rich gas)
Towers: 0
Start locations: 2
Nat-to-nat rush distance: 131
Main-to-main air distance: 103
Nat Choke size: 3 gateways/barracks
Main size: ~34 CCs
Tileset: Aiur (Agira lighting)
Bases: 12 (10 regular, 2x 6 mineral, 1 rich gas)
Towers: 0
Start locations: 2
Nat-to-nat rush distance: 131
Main-to-main air distance: 103
Nat Choke size: 3 gateways/barracks
Main size: ~34 CCs
Tileset: Aiur (Agira lighting)
Features
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- Forward third with one rich gas. Mainly because that's what people are used with now from Daybreak (which is the reason it's half base to begin with). I believe the idea is to make the base attractive for other races, not just T, while not being too powerful for T.
- Dropzones in the SE and NW in between the nat and third. Divided into two small pods, one on low ground and one on middle ground. You can gain vision over the middle ground part from the nat. Tank range can only reach the area behind the nat mineral line (so it's not a threat to the mineral line itself). Tanks can siege most of the third, but don't have much space and can't escape an attack from the defender. Example: + Show Spoiler +
- Balanced air vulnerability of the main, nat and third. Since the main is somewhat vulnerable to air harrass, I didn't want the airspace between nat and third to be too powerful. For air to reach the dropzone, or the free air space, they need to pass over defendable terrain. The main and third have vulnerable sides, but strong air harrass of the nat can be prevented, is the idea.
- The Reaper/Collossi ledge between the high ground main and the low ground forward third is pathable.
- There is also another reaper/collossi opening in the SE/NW corner of the main. Obviously, also stalkers can warp in that way and tanks siege into the main platform (although not the mineral line or CC spot).
- Dropzones in the SE and NW in between the nat and third. Divided into two small pods, one on low ground and one on middle ground. You can gain vision over the middle ground part from the nat. Tank range can only reach the area behind the nat mineral line (so it's not a threat to the mineral line itself). Tanks can siege most of the third, but don't have much space and can't escape an attack from the defender. Example: + Show Spoiler +
- Balanced air vulnerability of the main, nat and third. Since the main is somewhat vulnerable to air harrass, I didn't want the airspace between nat and third to be too powerful. For air to reach the dropzone, or the free air space, they need to pass over defendable terrain. The main and third have vulnerable sides, but strong air harrass of the nat can be prevented, is the idea.
- The Reaper/Collossi ledge between the high ground main and the low ground forward third is pathable.
- There is also another reaper/collossi opening in the SE/NW corner of the main. Obviously, also stalkers can warp in that way and tanks siege into the main platform (although not the mineral line or CC spot).
Analyzer
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Detail Images
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Published on EU and NA as TPW Sacred
-- Version history --
I always look into making my maps as good as they can be before meta game moves on and makes the general layout totally outdated
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Version - 1.8 ( current )
- Moved nat gas back to it's previous position, out of siege tank drop zone range.
Version - 1.7
- Rocks and Tower removed.
- The ramp into 4th adjusted.
- Removed LoSB on the high ground by the 4th.
- Moved main slighlty and gave fwd third more space in the process.
Version 1.6
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- Towers moved and the ramp into 4th changed as result.
- Rocks added.
- Main pushed back towards the nat to give more space in front of forward third.
- Moved gas in nat to the other side of the mineral line
- Moved HY gas in fwd third to the other side of the mineral line
- LoSB changed so that they cover the wider paths through center, rather than the narrow center path. The towers can't see past them
Overview:
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Zoomed in:
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Version 1,5
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