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[M] (2) TPW Rocky Waste

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Meerel
Profile Joined March 2012
Germany713 Posts
April 21 2013 21:03 GMT
#1
[image loading]


Second submission for TLMC. Standard Desert design.
The third and the low main are risky but i like it.

Overview:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Phaeton
Playable: 144x136
Expands: 10
Xel'Naga: 0

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
SDMF
WedRine
Profile Joined March 2013
Denmark64 Posts
April 21 2013 21:33 GMT
#2
the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell.
Mike Kilo Papa!
Gfire
Profile Joined March 2011
United States1699 Posts
April 21 2013 21:39 GMT
#3
I'm not sure about the name... "Rocky Waste" is so dull.

Low ground main seems silly since you could raise it up two levels, but whatever. Good to find out if it works, anyway.

Seems like the unpathable high ground bits could use some more doodads.

Layout is neat, though. I like the style.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
April 21 2013 22:08 GMT
#4
Low main does not work, there is no reason I can think of that would make it better to have a low ground other than being different.
Kruxxen
Profile Joined April 2010
United States149 Posts
Last Edited: 2013-04-21 22:18:23
April 21 2013 22:17 GMT
#5
The only reason I think the lowground main might work in this situation is that the whole rest of the main can't be accessed by anything but air. Blink allins could still be really hard to defend but the natural is relatively safe so I'm not so sure it's a problem. Can't speak for pvp though, would probably cause for too many shenanigans.
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 21 2013 22:17 GMT
#6
Idk if the lowground is good or not and that's sth you probably have to find out during testing and can change easily in some minutes.

However the general layout of the map is really cool imo. The way the thirds are quite close and straight forward to move to by ground, yet blocked by rocks. And even if you'd expect your enemy to take out the rocks and pressure you hard third to third, you can take another alternative corner base that's very far away instead. The last base has a very interesting neutrality going on, kinda between the nat of one player and the fourth of another, yet not a strong strategical position to take and also very close by air to the main. Overall the bases are all very unqiue, nothing is too turtly or too hard. Brilliant map layout imo.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-04-21 23:05:49
April 21 2013 23:05 GMT
#7
the only thing i want to comment about is the lack of reaper harass options ;d
starleague forever
Quakecomm
Profile Joined April 2012
United States344 Posts
April 21 2013 23:21 GMT
#8
do i like it?shhhoooooooorre i do
naw but 4 real great job with the map
I wonder if the low main will be a bit easy to siege? However it's something new and that's good.
gorkey island is the only good map
Fatam
Profile Joined June 2012
1986 Posts
April 21 2013 23:33 GMT
#9
Definitely some interesting things here. Corner bases and how they are doodaded is very cute. Interesting choice to have each rock block in the middle be 2 separate rocks, instead of just 1. As some people have said, lowground main could ruin the map, but hopefully not, and if so it's an easy fix.

Securing 4ths + 5ths should be important here, since they are far away.
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
KingCorwin
Profile Joined February 2013
United States134 Posts
April 22 2013 00:14 GMT
#10
Heres how I would grade this map out of 5.
1 point for perfect use of map space/boundary
1 point for low ground main
1 point for layout (bases flow well, alternate paths flow well)
.5 points for textures (getting tired of seeing endless phaetheon, even tho theres a little temple mixed in here)
.5 for the awesome temple corner bases (i feel like if i were to play this, id just ditch my main and go make new base up there where its so neat)
Thats 4 out of 5, very good work on this one!
Corwin#12780
Caviar
Profile Joined April 2011
70 Posts
April 22 2013 01:10 GMT
#11
Great stuff.
Very unique layout.
I just wish the aesthetics were as interesting as the layout
FeyFey
Profile Joined September 2010
Germany10114 Posts
April 22 2013 01:32 GMT
#12
dunno why but this maps appeals alot to me. Like it alot.
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 01:40 GMT
#13
is this published anywhere?
gorkey island is the only good map
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-22 02:24:11
April 22 2013 02:23 GMT
#14
On April 22 2013 06:33 WedRine wrote:
the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell.

mereel can correct me if wrong, but they seem meant to harken back to the BW badlands doodads, which is awesome, like this map. skeptical about lowground but it's probably the best take on it I've seen.
Comprehensive strategic intention: DNE
Meerel
Profile Joined March 2012
Germany713 Posts
April 22 2013 02:37 GMT
#15
On April 22 2013 11:23 EatThePath wrote:
Show nested quote +
On April 22 2013 06:33 WedRine wrote:
the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell.

mereel can correct me if wrong, but they seem meant to harken back to the BW badlands doodads, which is awesome, like this map. skeptical about lowground but it's probably the best take on it I've seen.

correct
SDMF
Meerel
Profile Joined March 2012
Germany713 Posts
April 22 2013 02:37 GMT
#16
On April 22 2013 10:40 Quakecomm wrote:
is this published anywhere?

on EU ofc
SDMF
gobbledydook
Profile Joined October 2012
Australia2605 Posts
April 22 2013 03:00 GMT
#17
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.
I am a dirty Protoss bullshit abuser
Gfire
Profile Joined March 2011
United States1699 Posts
April 22 2013 03:13 GMT
#18
On April 22 2013 12:00 gobbledydook wrote:
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.

Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?
all's fair in love and melodies
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 19:47 GMT
#19
On April 22 2013 11:37 Terranlover wrote:
Show nested quote +
On April 22 2013 10:40 Quakecomm wrote:
is this published anywhere?

on EU ofc

NA Please? I really want to test it, and I get a lot of lag on EU.
gorkey island is the only good map
Quakecomm
Profile Joined April 2012
United States344 Posts
April 22 2013 19:49 GMT
#20
On April 22 2013 12:13 Gfire wrote:
Show nested quote +
On April 22 2013 12:00 gobbledydook wrote:
There is a glaring problem with lowground mains.
You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.

Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?

I agree, the meta game will never evolve if we never put players in uncomfortable situations. That's why Blizzard is taking so long to patch HotS and I think it's a good thing.
gorkey island is the only good map
1 2 Next All
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