TPW Phantasm v1.1
Published in WoL and HotS
HD Top View
HD Angled View
Details Album (Outdated)
Map Size: 112x162
Rush Distance: Long
Bases: 10 8m2g, 2 6m1g
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:
Map is renamed from TPW Enigma, old thread can be found here.'
*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.
*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.