Twin Skulls
http://imgur.com/kO5dO.jpg
Original design by TL user gundream.
Name: Twin Skulls
Version: 1.0
Players: 2
Available now on US/EU. Search for "Twin Skulls".
High-Res Picture Gallery: ...
Original design by TL user gundream.
Name: Twin Skulls
Version: 1.0
Players: 2
Available now on US/EU. Search for "Twin Skulls".
High-Res Picture Gallery: here.
TeamLiquid Thread:here.
Map Image:
gundream's Sketches:
(Edited)
(Original)
Map Info:
This map is based on an original design by gundream (thread link). He decided that he didn't have the time to commit to actually making the map himself, so requested a volunteer to make the map based on his sketches. The design and layout of the map intrigued me, so naturally I offered to give it a go.
Twin Skulls is probably the most unconventional out of these maps. It features 2 middle-ground mains in the 10 and 4 positions, high ground natural expansions each with 2 potential chokes (a medium sized ramp and another narrow choke leading into the base itself). The main choke is quite wide (about 4 supply depots across) but the rush distances are quite long to compensate. Near the main choke is another medium sized ramp with destructible rocks leading down to a 2nd low-ground expansion.
The close proximity of the entrances to the main, natural and 2nd expansion means one can defend all 3 quite easily from a pure ground-based force, but the distance between the bases themselves makes air harass and drops quite powerful against a highly immobile army.
Gold expansions are located in the 2 and 8 positions in very open territory. There is a nearby strip of high ground with two entrances north and south, and LOS blockers to the east and west. There are destructible rocks on the entrance closest to the gold minerals, this in tandem with the LOS blockers, encourages players to attack the gold expansions via the high ground.
In the centre of the map is a large circle of high-ground with 4 medium sized ramps. To the east and west of this are Xel'Naga watchtowers with LOS blockers which provide vision of most of the high-ground and alert players to forces pushing directly through the middle. It's possible to sneak around the sides of the watchtowers vision unnoticed, but naturally the route is a lot longer.
Pictures:
Top Down; Angled:
Main Ramp to Natural:
Main/Nat Choke:
Natural Expansion "2nd" Choke:
Entrance to 2nd expansion:
2nd Expansion:
Watchtowers:
Watchtower Range:
High Ground near Gold:
Surrounding LOS Blockers:
Available now on US/EU. Search for "Twin Skulls".
- Author:
- funcmode 2
- Players:
- 2
- Tileset:
- BelShir
- Dimensions:
- 192x192
Review this Entry
You must log in to review contest entries.
User Reviews
Support Nibbits by linking to us:
a good map but i would have liked to see your imagination not just replicating something that other person did
This map is pretty sick--I'm rating it excellent because it stands out in so many ways.
First of all, the map is called twin skulls and the main bases are in fact skulls, but its subtle enough that it blends into the map nicely. Good maps have memorable features, and Twin Skulls stays in the mind.
Second, the layout is solid, as in no glaring problems for 1v1, and also some interesting details. For instance, there is a choke inside the main, as well as the main ramp. This is unusual--players may find neat things to do with the internal choke defensively or offensively. The valley expos are unusual, a semi-island that makes a great hidden expo. The raised middle area and the cliffs near the gold expos are also interesting. There is room for creative play from there.
Third, the texture and doodad work is nice. I'd rather a map be simpler and easy to understand than visually cluttered.
Cons:
-Some textures, like the valley expo space, need a little variation maybe. Minor problem, most of the map is cleanly done.
-The gold expos are "floating" a little in space. I'm not sure exactly what would give them a feeling of being anchored into the map, but it could use a tweak I guess.
Overall I rate this map excellent. It is pretty, memorable and has a fresh layout with opportunities for creative play.
Really nice work on this map and seems to be reminding me of a SC1 map but can't remember its name. I love the main bases location and expansion zones and there is enough space to battle all around the middle. I did not found any real bad things about this map and the replay value for this would be 4/5 for me.
Overall this map is cool to play with friends ^^.