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[M] (2) TPW Pegasus

Forum Index > SC2 Maps & Custom Games
Post a Reply
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-02-15 17:19:24
February 15 2012 13:20 GMT
#1
[image loading]

[image loading]



TPW Pegasus [EU, NA, KR/TW]
by lefix

I wanted to attempt another 2 player map with diagonal mirror axis again.
It has been quite a while since my last attempt, Curfew. I think it is a map type that is usually very hard to pull off, mostly being very agressive and not very macro friendly. Most of the time, these maps tend to play out rather badly.
My goal was to try and change that, in order to make more map types viable.

As for aesthetics, I wanted to do a floating island in the clouds kind of visual theme. To further emphasise the theme, I was experimenting with some flying creatures above the map that will only cast shadows on the map as they fly past, without actually being seen.
Here's an example video (exaggerated version):



Statistics:
Map Size: 139x139
Tileset: Bel Shir / Custom
Bases: 12
Players: 2


Images:
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Wallin & Creep connect
+ Show Spoiler +
The natural choke is designed in a way that you can either completely wall it off using 3 buildings or keep a gap that can be blocked by a zealot using 3 buildings as well (See examples). Also, the main and nat are perfectly connected by using a single creep tumor
[image loading]
[image loading]
[image loading]


Analyzer
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
redoxx
Profile Blog Joined October 2010
United States333 Posts
February 15 2012 15:05 GMT
#2
I really like how much potential there is for counterattacking on this map, but it seems a bit large, especially for a two player map. I can see hidden bases being a very popular strategy until players really become consistent with scouting the far away bases.
The horror...the horror
Proudfoot
Profile Joined August 2011
United States7 Posts
February 15 2012 16:27 GMT
#3
I like it, but needs moar sparkle pony if you're going to call it Pegasus.

Seriously though, wondering if the Nat choke should be slightly larger.
also Is the island seigeable?
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
February 15 2012 16:49 GMT
#4
I love the aesthetic. I know nothing about map balancing so I can't comment on that but I love the direction you're going
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
February 15 2012 17:46 GMT
#5
Reminds me a lot of + Show Spoiler +
[image loading]
which seems to be pretty common for 2p reflection maps these last few weeks

The paths look pretty cool and I like that there's a XNT in the middle of the main path enticing players to go around the other way
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dextrin303
Profile Joined May 2011
Sweden320 Posts
February 15 2012 20:18 GMT
#6
You need a flying pegasus like the flying spaceshark in this map. It would be awesome if it would be flying around the map.
Penke
Profile Joined October 2010
Sweden346 Posts
February 15 2012 21:25 GMT
#7
Is it just me or is this geyser too far from the CC/Nexus/Hatch?
[image loading]
lefix
Profile Joined February 2011
Germany1082 Posts
February 15 2012 22:00 GMT
#8
It's just you
Map of the Month | The Planetary Workshop | SC2Melee.net
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 15 2012 22:15 GMT
#9
On February 16 2012 07:00 lefix wrote:
It's just you

you should still fix it :p

I like the layout, in a very very straightforward kinda way. I like the implementation of an island, I always liked the idea, but the way Blizzard has tried to do it wasn't quite right. This looks like it might be a little better.

On a side note, I see where you got your aesthetic inspiration.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 16 2012 00:47 GMT
#10
Odd-eye has a huge unpathable region in the center dividing the two sides, this is much different, although the corner to corner mirror setup is a different beast than the U setup of scrap station for example. I really like this because all the bases are useful and the paths are available but don't make movement possible without thinking.

Bird shadows are awesome. Like the look of this a lot!
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 16 2012 04:02 GMT
#11
Cool map! the aesthetics look great and I love the mirror set up. What I like most is that your kind of forced to expand closer and closer to your opponent, except that there is also a great potential for sneaky hidden bases.

maps seem to be getting bigger and bigger. not that I'm complaining since I play zerg.
Also, I'm guessing analyzer is wrong and the 3rd is supposed to be theone with the rocks. thats the one I'd take, anyway.
~ ~ <°)))><~ ~ ~
lefix
Profile Joined February 2011
Germany1082 Posts
February 16 2012 09:50 GMT
#12
yes, definitely. i think analyzer just recognoizes the one closest to the main as third.
Map of the Month | The Planetary Workshop | SC2Melee.net
qzlsecret
Profile Joined February 2011
Mexico126 Posts
February 16 2012 10:13 GMT
#13
o.o weird maps
DanishViking
Profile Joined February 2012
Denmark9 Posts
February 16 2012 14:03 GMT
#14
Looks good, i like these TPW. Good maps.
Dont love anything else then your computer, everything else can betray you<3
RumbleBadger
Profile Joined July 2011
322 Posts
Last Edited: 2012-02-17 01:31:58
February 17 2012 00:08 GMT
#15
Good as always, lefix.

My main complaint is kind of the same complaint I have for all flipped symmetry 2p maps: every base you take is closer to your opponent's bases. Even in this map, where the rush distances between the respective thirds, fourths, and fifths are all similar, they force you to protect more lateral area, making it difficult to defend all of the bases. As of now, I feel like games won't really get beyond four bases because at that point the expansions are just too close to the opponent or simply not worth fighting for.

While I think because of the problems listed above I can't see this map becoming the next best thing, it's still a pretty solid map.

Edit: I must say that this map in rotational symmetry would be awesome (imo). In fact at first I thought it was rotational. Maybe something to try?
Games before dames.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 17 2012 00:10 GMT
#16
Quite a nice map. It was hard at first to tell what the symmetry was but I find this concept very unique. Good map felix
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Samro225am
Profile Joined August 2010
Germany982 Posts
February 22 2012 11:19 GMT
#17
i do not understand why this maps does not receive more attention. it does so many things right.

(1) three bases are easily possible, yet not for free. Rocks add great element of danger, yet they are not in the direct line of agression like most ramp-rocks (daybreak, cloudkingdom)

(2) next bases are much more difficult to take with 3 paths into fourth. yet it is close to your main > just the right amount of cover you need.

criticism:
12/3 base maybe are a bit to easy to grab and i am unsure about your island base in NE, because when you were able to hold it after it was scouted you must have control of centre already, hence you control at least one tower, maybe two and threaten the other's fifth/fourth.

visuals are a bit boring but thai is a personal preference. at least they are light on the eye and very good to read.


dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 22 2012 11:35 GMT
#18
Hope you already fixed the birds ...
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
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