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[M] (2) Tainted Underworld

Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-01-13 19:25:51
August 02 2012 20:43 GMT
#1
[image loading]
[image loading]

Uploaded to [EU][NA]

Ratings and Reviews: SC2Melee.net



This is the result of Timetwister and I's tight ProAm collaboration throughout the last two weeks. I initially submitted my map Ancient Temple, with no idea what was going to happen to it, and now, 1 month later, I am proud to present what I had never achieved alone: Tainted Underworld.


Before
+ Show Spoiler [Ancient Temple] +
[image loading]


[image loading]
(Top-down Overview)

Aesthetics
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Details
Spawns: 2
Playable Bounds: 116x134
Bases: 12 (2 halfbases)
Main2Main: 140.3

Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 02 2012 20:46 GMT
#2
Very nice tileset, sadly we will never have this map in ladder rotation
FlaShFTW
Profile Blog Joined February 2010
United States10148 Posts
August 02 2012 21:12 GMT
#3
what about me

tbh the rush distance still scares me.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
August 02 2012 21:27 GMT
#4
On August 03 2012 06:12 FlaShFTW wrote:
what about me

tbh the rush distance still scares me.

How do you feel about the third?
all's fair in love and melodies
FlaShFTW
Profile Blog Joined February 2010
United States10148 Posts
August 02 2012 21:29 GMT
#5
On August 03 2012 06:27 Gfire wrote:
Show nested quote +
On August 03 2012 06:12 FlaShFTW wrote:
what about me

tbh the rush distance still scares me.

How do you feel about the third?

hm... its interesting. with all those paths to the middle... i mean rush distance is short so harassing will be pretty easy. i guess that's just the style of them map ^_^
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ArcticRaven
Profile Joined August 2011
France1406 Posts
August 02 2012 22:10 GMT
#6
140.3 is pretty short even for me D:

I feel the map could be bigger, especially by spreading it horizontally.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 02 2012 23:27 GMT
#7
Love the theme on this map, a dark cybervirus come to life
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
August 03 2012 01:04 GMT
#8
The outside areas on this map are really amazing, truly top-notch aesthetics.

Great work!
FOR GREAT JUSTICE! Bans for the ban gods!
a3den
Profile Joined April 2012
704 Posts
August 03 2012 09:12 GMT
#9
Not gonna be original, but I really like the aesthetics too, we don't often see this kind of dark theme.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
August 03 2012 09:16 GMT
#10
Pipes, Pipes everywhere
KCCO!
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 03 2012 10:02 GMT
#11
Nice aesthetics, but the layout is kinda awkward; it's like cloud kingdom but with way too many attack points when you have natural and third I think.
Mapmaker of Frost, Fruitland and Bridgehead
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
August 03 2012 10:49 GMT
#12
I gave Scorp some feedback on this in Mapchat earlier but I'll post some more. I feel like the watchtower is problematic for contains because it gives you a really strong position outside the natural. If you get there with a couple of tanks of colossi and the rocks aren't down, there's pretty much nothing your opponent can do to get out without trading really inefficiently. At the same time, I thought the corner bases (the bases other than the first four) are really ambiguous and can be taken by either player, making it kind of hard to hold either. The rush is also on the short side and could do with about 5 seconds more.

Other than that though the map is fantastic; the first four bases feel great - you need just the right amount of stress to take them. Moving an army between them feels fine and you're able to zone them really well. The watchtowers protect the middle path but don't completely block off all paths and the proportions feel really solid. The aesthetics are obviously wonderful. I feel like this is the best of the ProAm maps to have been released so far.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
August 03 2012 11:51 GMT
#13
I think the map is too small, and the natural to choke to natural choke distance overall is way too short. The expansions are pretty close to each other, and the map is pretty choky over all. All this add to make a zerg unfavored map.

I gotta raise my hat for the destructible rock placement. Especially the ones between nat and 3rd make so much sense on so many levels.
hobbidude
Profile Joined December 2010
Canada171 Posts
August 03 2012 12:35 GMT
#14
I think i have an idea that would make it better and possible sort some of the rush issues. I would but the ramp thats on the leg with the xwt on the other side (and make it atiny bit wider) which would make you have to take away the ramp leading straight to the ramp.

I know think map might purposely be going with perpendicular ramps all throughout to set a style but i think having a diagonal ramp leading to the base clockwise of the main is another idea to toy with.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 03 2012 13:11 GMT
#15
This map is so cool, great job guys. The aesthetics are really unique. The layout is solid and has a lot of interesting features. Overall, very impressive
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 03 2012 15:07 GMT
#16
Cool rework. I like it more, but I'm still a bit confused- which is the "intended" third base? Because the easier one is kind of the opposite way that the rest of the expansions go. It seems like both players will expand to the close third (adjacent to the natural), but then taking a fourth and fifth gets tricky because you're expanding towards the opponent.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
PandaZerg
Profile Joined April 2012
Canada148 Posts
September 11 2012 11:56 GMT
#17
u sure guys it is on NA, cuz I don't see it in both sections (custom - arcade).
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-09-12 05:28:41
September 11 2012 12:45 GMT
#18
On September 11 2012 20:56 PandaZerg wrote:
u sure guys it is on NA, cuz I don't see it in both sections (custom - arcade).


It is not, but it'll be up as soon as possible Thanks for notifying me
Mapmaker | Author of Atlas, Rao Mesa & Paralda
AssyrianKing
Profile Blog Joined August 2011
Australia2111 Posts
September 25 2012 07:35 GMT
#19
I really am awed by the aesthetics of this map :D
John 15:13
Stow.Wif
Profile Joined April 2011
France67 Posts
September 25 2012 07:40 GMT
#20
I like this map a lot. Especially the relation nat/third.
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