• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:05
CEST 23:05
KST 06:05
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week8[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4Firefly given lifetime ban by ESIC following match-fixing investigation17
StarCraft 2
General
Heaven's Balance Suggestions (roast me) Magnus Carlsen and Fabi review Clem's chess game. Who will win EWC 2025? Why doesnt SC2 scene costream tournaments RSL Season 1 - Final Week
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
BW General Discussion Corsair Pursuit Micro? BGH Auto Balance -> http://bghmmr.eu/ Pro gamer house photos Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 720 users

[M] (2) TPW Phantasm (Formerly TPW Enigma)

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2013-02-01 19:59:49
January 29 2013 21:25 GMT
#1
[image loading]

TPW Phantasm v1.1
by wrl
Published in WoL and HotS

[image loading]
HD Top View
HD Angled View
Details Album (Outdated)

Features:
Map Size: 112x162
Rush Distance: Long
XNT: 0
Bases: 10 8m2g, 2 6m1g

Description:
Your main and natural are mostly typical. Your third, however, can only be accessed by ground through your natural. To balance this, its mineral line is up against an exposed cliff. To properly defend your third you need to defend from the cliff above it, this dynamic exposes your third to a variety of harassment opportunities, but on the whole isn't any more difficult to hold than most other WoL maps.

Your fourth is most likely going to be the base vertical of your third. This base is slightly exposed in the rear to air/ranged harassment. Further, it has a nearby high-ground which may be dropped on as well. Alternatively there is another base to take as your fourth vertical of your main. It is a much longer distance by ground, but is less exposed to harass.

The final base is dangerously placed in mid, but can easily be harassed by small hit squads. This allows for a player who might be behind in the late game to organize small tactical strikes against the opponent who might be on their sixth base.

The terrain varies from chokes to wide areas, and features a longer than average rush distance. The shape of the mid is such that, despite being a narrow map, it takes a long while to move units horizontally. This, combined with the lack of a Xel'Naga Tower, means that map awareness becomes vital to moving out on the map.

Race Specific Notes:
Terran: The rush distance is substantial, so the lack of Terran speed becomes a major concern. The map is designed with drop play and using chokes to your advantage. Keep that in mind.
Zerg: The third is nearly immune to zerglings provided your opponent has walled their natural, however later in the game zerglings will prove to be fantastic at using one of the map's many pathways for run-bys.
Protoss: The map has many places to hide pylons, when your opponent is on two base you might want to put a pylon above their third to create a second attack path. The ramps are narrow and provide great opportunities for force field use.

The best compliment anyone can receive, the ragoo Seal of Approval:
[image loading]

Map is renamed from TPW Enigma, old thread can be found here.'

Changelog:
1.1

*Moved the mineral line of the third a few units off of the wall. Units with 6 or less range will no longer be able to reach the base from the above cliff, but units with 4+ range will still be able to reach miners. There is now room for a turret, cannon, crawler, etc.
*Fixed an issue where people with OCD would complain about the third.
*The ramp leading towards the natural has been moved a unit closer to the main, this should allow slightly quicker access to the base (numbered 5) vertical of the main.
*The gas at the #5 base has been moved to one side, out of range of the high-ground pod.
*Texture painting underneath decals has been cleaned up. Those running on low graphics settings shouldn't complain anymore about their sloppiness.

1.0
*Name changed to TPW Phantasm
*Redesigned map borders.
*There is now a high-ground pod above the base vertical to the main.
*Corrected several graphical errors.
It's funny; I dream a lot, but I'm not a very good sleeper.
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
January 29 2013 21:48 GMT
#2
Im a bit iffy about the third. I love map layout and I think its really positionally great. The reason I dont like the third is because its a half base. I love having to defend above it, making dealing with drops usualy easier, but the other thirds are too far away. I think because of this, immortal sentry all ins on this map would be good, especialy since walls and corners are nearby. Overall, I love the layout and teh counterattack path.
They don't want you to construct additional pylons
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 29 2013 22:02 GMT
#3
Even though Zerg is definitely the strongest race right now, I feel you are hurting them waaay too much with this map. Every PvZ will be a 2 base because of how well it will work for you. If zerg takes the low ground 3rd protoss can warp in from above if needed, yet pushing their natural will be easy do to the amount of chokes. This means zergs will have to take their 3rd vertical from their main, but with the current layout that will be just about impossible to hold as well. It's farther away from your main/nat, and protoss will either attack from the highground with the choked off ramp, or attack from the low ground that is easily choked off as well as has protection with the LoSB. Take a look at this picture:

[image loading]

Get rid of the two bases in the middle. They will never get used. Ever. Maybe (just maybe) in TvT, but that'd be it. Next where those bases are, move it to the low ground. This makes that 3rd base vertical to your main a little more open, which means zergs will be more inclined to get it as their 3rd. It also makes 2 base pushes on that base much harder since it'll open the chokes up and protoss won't be able to fall back on the close high ground. The light green is empty space, so protoss/terran can still hide behind it if they want to push it, but it won't funnel the enemy up a small ramp. The brown is the LoSB. Add a new ramp (red) in to add more mobility and there ya go.

Get rid of the low ground outside the lowground 3rd. (The light grey) to open it up more. That 3rd base will already be a nightmare to hold, yet with how choked off it is above that 3rd base it'll be hard to push back a terran/protoss if they get set up back there. Getting rid of that small 4x4 square or w/e will open it up just enough to help that out.

I haven't tested it on this map yet, but that lowground 3rd might be a PITA for PvT as well. MMM or Hellions can fry probes on the minerals which will draw protoss out into engagements they most likely couldn't win. Or will lure them away to allow drops in the main easily. Why do all the minerals have to be up against the wall? Couldn't you turn the base 90 degrees clockwise so say only 1/2 the minerals can be shelled from the high ground? Now a handful of marines or 2 hellions won't be able to shut the whole base down. It also might make it a more viable 3rd for zergs.

I want to like this map and for the most part I do, but I just can't get behind that 1/2 base third. I think that alone really throws off the gameplay of the map and basically will force certain strategies because of it how it is laid out.

Have you thought about making it a full base but having the low ground swing all around the outside, past the 4th and connect to the lowground in the middle? You'd probably have to increase the map width a bit but it might be something to think about. Or what about changing the 1/2 base third to high ground instead of low ground maybe?

Aesthetics are amazing, always are when you make maps. (It looks much better then Enigma)

Hopefully I didn't rant too much here, lol. Keep up the good work bud!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
wrl
Profile Joined April 2011
United States209 Posts
January 29 2013 22:34 GMT
#4
1. Firstly the sixths are just that. Sixths. They will be taken if the game somehow stretches out to a stalemate, and a player wants to capitalize on their map control. They are intentionally very exposed so that a player on fewer bases has opportunities to punish the player attempting to take it. Will they get used often? Nope. Is there harm in their existence? Nope. Does it add more possibilities for the play-style of the map? Yep.

2. On the third. In general I disagree with how you are viewing the third, and I like to think I have a good idea of how it will work after designing around it for months. That said we haven't seen a map with a third like this, and it stands to reason that the typical metagame won't apply quite the same way.

Try to imagine that the third is actually located where the WRL logo is, that will make the concept of defending it make a bit more sense, and I think will make it apparent that it should be easy enough to defend as all races.

Here is what I mean:
[image loading]

Would a base in that location not be easy to defend? There are certainly differences, the base itself would be more exposed, but it would be easier to reinforce with units as zerg.
It's funny; I dream a lot, but I'm not a very good sleeper.
gCgCrypto
Profile Joined December 2010
Germany297 Posts
January 29 2013 22:42 GMT
#5
the map looks great =) got some inspiration fro Tron?
Can´t wait to have some of your maps on hots though, i cant stand wings anymore.
L E E J A E D O N G ! <3
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2013-01-29 22:44:35
January 29 2013 22:44 GMT
#6
On January 30 2013 07:42 gCgCrypto wrote:
the map looks great =) got some inspiration fro Tron?
Can´t wait to have some of your maps on hots though, i cant stand wings anymore.


I think this is kind of boring for a HotS map, given some of the ideas I have for HotS, but I am currently trying to figure out how to publish it. It is giving me trouble.
It's funny; I dream a lot, but I'm not a very good sleeper.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 29 2013 23:06 GMT
#7
wait a second, you're not mereel
starleague forever
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 29 2013 23:14 GMT
#8
Man, why would you put (formerly TPW enigma) in the title? Now nobody can think of it with its original name, like The Artist Formerly Known as Prince. You should have put it in the first line of the thread or something.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
January 30 2013 00:05 GMT
#9
What tileset are the square white tiles? Looks like Valhalla large tiles, I'm assuming it's recolored?
vibeo gane,
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 30 2013 00:07 GMT
#10
On January 30 2013 07:34 wrl wrote:
+ Show Spoiler +

1. Firstly the sixths are just that. Sixths. They will be taken if the game somehow stretches out to a stalemate, and a player wants to capitalize on their map control. They are intentionally very exposed so that a player on fewer bases has opportunities to punish the player attempting to take it. Will they get used often? Nope. Is there harm in their existence? Nope. Does it add more possibilities for the play-style of the map? Yep.

2. On the third. In general I disagree with how you are viewing the third, and I like to think I have a good idea of how it will work after designing around it for months. That said we haven't seen a map with a third like this, and it stands to reason that the typical metagame won't apply quite the same way.

Try to imagine that the third is actually located where the WRL logo is, that will make the concept of defending it make a bit more sense, and I think will make it apparent that it should be easy enough to defend as all races.

Here is what I mean:
[image loading]

Would a base in that location not be easy to defend? There are certainly differences, the base itself would be more exposed, but it would be easier to reinforce with units as zerg.



1)Sure they are sixths so they'll rarely get used so it really doesn't harm any to have them. But if you can make the middle of the map better and not as choked off then maybe it's better to get rid of the 6ths, to make 95% of the other games have better flow through out the map. That's my thought process when I think about bases.

2)About the 1/2 base third, sure if the mineral line was only susceptible to harass units then I think it'd be great, but since it's so close to the cliff every ranged unit in the game can basically shut down that expansion, which means you have to take it after you get a big enough army to hold the high ground, which at that point it's still a 1/2 base so is it really worth it?

Think about the strats people use now. If terran does their normal marine/tank push against zerg, that base is as good as dead or useless when you think about tanks sitting on the high ground and elevatoring marines up and down between the two. Protoss could do their 2 base immortal sentry push, sit above the 3rd and elevator units down with the warp prism, hit the units with their stalkers/sentries, or just warp units in to pick off the base, while keeping the zerg choked. Zerg could roach-max, keep 3 or 4 roaches above the mineral line killing all probes constantly and just outlast the protoss.

To me, I look at the third and just find it as a giant trap. Not only is it a 1/2 base, but since every range unit can hit the workers, it allows the enemy to shut that base down. So, what's the point of taking it? Just 2 base all-in because if somebody does take that 1/2 third you can shut it down easily, thus most likely being able to win the game since you spent your resources on army, they spent it on economy, which means they won't be able to stop your all-in from decimating that base and more then likely winning the game.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
wrl
Profile Joined April 2011
United States209 Posts
January 30 2013 02:00 GMT
#11
Yes the white is recolored Valhalla. There are a few other color tweaks as well.

Sid. Originally the base was a full in early concepts, but the concern was that the base was too easy to hold. It really needs games from people who know how to play it.
It's funny; I dream a lot, but I'm not a very good sleeper.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-30 02:51:33
January 30 2013 02:48 GMT
#12
I think one problem with making it a full base would be PvZ (unless you made the lowground wrap around and connect).

Protoss could have colossi on the lowground just out of roach range to prevent any roaches from firing on the mineral line, as long as they have an observer up on the highground to spot. It would probably shut down most infestor stuff too. And zergling runbys would be a non-issue. So basically P would have 3 easy bases with muta or nydus being the only ways to put on aggression at all. (it's still this way, but at least it's 2.75 bases not 3)
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 30 2013 03:34 GMT
#13
On January 30 2013 11:00 wrl wrote:
Yes the white is recolored Valhalla. There are a few other color tweaks as well.

Sid. Originally the base was a full in early concepts, but the concern was that the base was too easy to hold. It really needs games from people who know how to play it.


I understand, I'm just theorycrafting how I'd play out the map. Hopefully you get some games on it so we can see how it turns out. As I've said I like the map as a whole and you've done a very nice job on it. Basically the only thing I dislike is the 3rds, otherwise it's a job well done! :D

You'll have to keep us updated if you get some great games on the map, I'd love to watch a couple replays of it. I do think the overall map right now benefits tank play, which makes it that much more enjoyable to watch. Everybody loves watching siege tank in action!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
wrl
Profile Joined April 2011
United States209 Posts
January 30 2013 04:14 GMT
#14
I might have a soft spot for good tank play.
It's funny; I dream a lot, but I'm not a very good sleeper.
ratty
Profile Joined July 2011
New Zealand275 Posts
Last Edited: 2013-01-30 06:35:16
January 30 2013 04:15 GMT
#15
i've never been great on why a map is good or not from a theatrical point of view. but hot dam map looks awesome! great work!
no. monkeys land on their feet, they're like masturbating cats ~ #~hyvaa~#~
Fatam
Profile Joined June 2012
1986 Posts
January 30 2013 04:49 GMT
#16
yeah however you feel about the layout, the aesthetics are definitely sexy
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
wrl
Profile Joined April 2011
United States209 Posts
January 30 2013 04:50 GMT
#17
I felt like the pics didn't do it justice. Ah well, thanks guys.
It's funny; I dream a lot, but I'm not a very good sleeper.
Unsane
Profile Joined September 2010
Canada170 Posts
January 30 2013 10:52 GMT
#18
I like the colouring of this map much more than TPW enigma, to say the least.
"What is the plural of y'all? All y'all." -Day9
Unshapely
Profile Joined November 2012
140 Posts
January 30 2013 15:07 GMT
#19
Great map. The critics here are quite harsh, I rather like the way the 3rd base is positioned. Everyone here argues as if the 3rd base on all maps should be alike. Heh, stupid people.
That is not dead which can eternal lie; and with strange aeons even death may die.
Zax19
Profile Blog Joined August 2010
Czech Republic1136 Posts
January 30 2013 20:32 GMT
#20
it looks pretty but I don't like the layout.
Really Blizz, really? - Darnell
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 12h 55m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mcanning 255
UpATreeSC 246
Reynor 161
Nathanias 127
JuggernautJason62
StarCraft: Brood War
Free 51
Shine 20
Dota 2
syndereN753
XaKoH 520
League of Legends
Grubby5888
Counter-Strike
fl0m2249
Fnx 889
Stewie2K779
flusha360
Super Smash Bros
PPMD25
Heroes of the Storm
Liquid`Hasu635
Other Games
summit1g6163
FrodaN2794
tarik_tv282
monkeys_forever104
Trikslyr53
Sick42
Organizations
Other Games
BasetradeTV110
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• kabyraGe 221
• musti20045 40
• Hupsaiya 34
• davetesta14
• LUISG 13
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• IndyKCrew
StarCraft: Brood War
• Eskiya23 22
• 80smullet 19
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22428
• WagamamaTV456
League of Legends
• TFBlade1719
Other Games
• imaqtpie1578
• Shiphtur378
Upcoming Events
Esports World Cup
12h 55m
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
1d 12h
Esports World Cup
2 days
Esports World Cup
3 days
CranKy Ducklings
4 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
5 days
BSL20 Non-Korean Champi…
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.