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Active: 542 users

[M] (2) TPW Prophecy

Forum Index > SC2 Maps & Custom Games
Post a Reply
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-02-14 08:38:22
February 13 2012 12:46 GMT
#1
[image loading]

TPW Prophecy
by Meltage


[image loading]

Stats
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Size: 116x140 playable
Bases: 12 (10 regular, 2x 6 mineral, 1 rich gas)
Towers: 2
Start locations: 2
Nat-to-nat rush distance: 133
Nat Choke size: 3 rax + 1 supply depot
Main size: ~33 CCs
Tileset: Ulaan


Analyzer
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Detail Images
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Bases:
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Center:
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Eye Candy:
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Published on EU as TPW Prophecy
http://mentalbalans.se/aggedesign
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2012-02-13 13:12:28
February 13 2012 13:07 GMT
#2
The chokes to the natural and third seem a litttle too choked up, might wanna open them 1hex more

ps: can u make slightly less sick maps plz? you are taking the fun out of it
KCCO!
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 13 2012 13:21 GMT
#3
I love how your can easily learn the layout from a glance, while it's complex enough to have a lot of strategical depth.
Excellent!
TPW Map Maker - theplanetaryworkshop.com
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
February 13 2012 13:41 GMT
#4
the 1/2 bases i feel with seige tank and PF might control too much space effectivley
Live Fast Die Young :D
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2012-02-13 15:28:09
February 13 2012 15:19 GMT
#5
On February 13 2012 22:07 ihasaKAROT wrote:
The chokes to the natural and third seem a litttle too choked up, might wanna open them 1hex more

ps: can u make slightly less sick maps plz? you are taking the fun out of it

Standard Wallin width.

On February 13 2012 22:41 TibblesEvilCat wrote:
the 1/2 bases i feel with seige tank and PF might control too much space effectivley

That's why they're only half bases - trade gas and minerals vs map control.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
S1eth
Profile Joined November 2011
Austria221 Posts
Last Edited: 2012-02-13 15:58:48
February 13 2012 15:51 GMT
#6
The high ground protruding into your territory feels pretty intimidating. Players would feel so much saver if the whole thing were flipped horizontally.
If you opponent (terran, because siege tanks) controls your 1/2 base, he has full control over any ground path to your 3 bases and prevent your from either taking or reinforcing other bases.

Could you remove the pillars in the middle? The map is already choked enough and I think at least the middle should allow zerg to be able to win an engagement.
It that TPW written with cliffs on the map borders?

Warning: This is exaggerated:
+ Show Spoiler +
[image loading]
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 13 2012 16:35 GMT
#7
Fill in the holes below the cliff of the center base. The way things are going for zerg these days, and on this map where the center paths are all limited width, I think the least you could do is give them a nice open field between nat and 3rd and below their forward base, which they'll have to take eventually.
Comprehensive strategic intention: DNE
Stips
Profile Joined January 2012
Germany57 Posts
February 13 2012 18:50 GMT
#8
I don't get why the exe in the middle has only 6/1... Imo it schould be 8/2 or even a gold exspansion, cause it's harder to hold? Or even delete it? 6/1 make no sense to me?
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-02-13 19:31:38
February 13 2012 19:30 GMT
#9
Nah, that is maybe blizzards logic, but it makes alot more sense when an expansion with such high positional value should has less resources in return.
it's like dezi said, by taking that base you give up a few extra minerals and gas in order to gain mapcontrol.
Map of the Month | The Planetary Workshop | SC2Melee.net
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
February 13 2012 19:45 GMT
#10
Gigantic potential for split map back and forth?
FOR GREAT JUSTICE! Bans for the ban gods!
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
February 13 2012 20:05 GMT
#11
Looks great aesthetically, but its almost too macro friendly. You can take 3 bases pretty quick and only have to defend two choke points.
InsidiA
Profile Blog Joined August 2011
Canada1169 Posts
February 13 2012 20:06 GMT
#12
On February 14 2012 00:51 S1eth wrote:
The high ground protruding into your territory feels pretty intimidating. Players would feel so much saver if the whole thing were flipped horizontally.
If you opponent (terran, because siege tanks) controls your 1/2 base, he has full control over any ground path to your 3 bases and prevent your from either taking or reinforcing other bases.

Could you remove the pillars in the middle? The map is already choked enough and I think at least the middle should allow zerg to be able to win an engagement.
It that TPW written with cliffs on the map borders?

Warning: This is exaggerated:
+ Show Spoiler +
[image loading]

Wondering that i see a T, P and a W
GraphicsInsidiA | StarCraft 2 Manager for Team eLevate | Graphic Designer for Red Bull eSports & HTC | @iamjasonpun
Stips
Profile Joined January 2012
Germany57 Posts
February 13 2012 20:07 GMT
#13
@lefix: y, I read his post, but can you explain, why this position has a "high positional value"?

I mean, if this exe here has a high positional value, than imo Metalopolis' gold expansion would have as well (in the middle of the map, high ground, no other way to enemy base). And there I rarely see any pro taking the gold as a third in order to gain positional advantage AND more mins.

Sorry for my stupid question (and perhaps I got sth wrong), but I want to learn

[And why does the XWT not reveal the shortest path as shwon in the Analyzer pic?]
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-02-13 21:33:53
February 13 2012 21:33 GMT
#14
On February 14 2012 05:07 Stips wrote:
@lefix: y, I read his post, but can you explain, why this position has a "high positional value"?

I mean, if this exe here has a high positional value, than imo Metalopolis' gold expansion would have as well (in the middle of the map, high ground, no other way to enemy base). And there I rarely see any pro taking the gold as a third in order to gain positional advantage AND more mins.

Sorry for my stupid question (and perhaps I got sth wrong), but I want to learn

[And why does the XWT not reveal the shortest path as shwon in the Analyzer pic?]


Well on Meta you dont have to go through the high ground gold base. I'd like to stress there are paths around this middle too, that come in handy once you get past 2-3 bases.
I think its good to have XWT pay a role later in the game, and look for flankings early game + forcing the player to scout the shortest path.

More openess outside nat makes sense. Although I think maps look less open from an overview compared to ingame. The "corridors" on this map is quite wide, I think. I put the walls+gap between the middle bases, and the unpathable high grounds to the sides, choking it just a bit, to decrease the flow between the forward bases, and to make them safe, actually. You dont want them to be like winners golds, just late game / terran bases.
http://mentalbalans.se/aggedesign
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