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VN:R_U [1.9.21_1169]
Rating: 6.3/10 (40 votes cast)
Map Information
Author : lefix
Map Name : TPW Starry Night
Published : EU, NA
Released : November 2012
Map Type : 1 vs 1, 2 Spawns
Description : This is basically a recycled version of Pegasus, with the halfs rotated instead of mirroring them.
I wanted to do a space Shakuras theme at first, but since I don't like Shakuras that much, I mixed it up with Tarsonis and got this rather fancy purple/yellow contrast, which I love and hate at the same time :D
In terms of gameplay, I guess this map has 'harder' bases than ny maps usually do. The bases are nicely spread across the entire map. Even tho there are 14 bases total, it is not a real issues as it is highly unlikely players will both hold 7 bases each. Each base on the map is kind of unique, which hopefully should create various different gameplay scenarios - something that I always try to achieve with my maps.
I wanted to do a space Shakuras theme at first, but since I don't like Shakuras that much, I mixed it up with Tarsonis and got this rather fancy purple/yellow contrast, which I love and hate at the same time :D
In terms of gameplay, I guess this map has 'harder' bases than ny maps usually do. The bases are nicely spread across the entire map. Even tho there are 14 bases total, it is not a real issues as it is highly unlikely players will both hold 7 bases each. Each base on the map is kind of unique, which hopefully should create various different gameplay scenarios - something that I always try to achieve with my maps.
External Link : http://www.teamliquid.net/forum/viewmessage.php?topic_id=380365

I really like the idea of late game contested bases. This allows a game to be much more active and competitive late game. I really like the “farther back” third. and how if the player wants to get it early, they have to invest a lot in defense or risk losing their natural.
I totally agree. There should be more maps with very open late game expansions. Very often in the current map pool, late game play begins to slow down because of the inherent advantages that defenders can obtain (daybreak is a perfect example of this). As such, aggression often goes unrewarded, but my experience on this map so far has been much to the contrary. The 12 and 6 are both hard to defend and, as a result, encourage a late game with much more army splitting and harassing.
I actually like daybreak for the ideas of contested expansions. If you think about the 12:00 and 6:00 expansions on daybreak, they are often the focal point of attacks late game, and whoever can secure those wins the game. The same expansions on this map, while not as accessible to the opponent, is still highly contestable late game.
For more examples, think of the top/bottom expansions on Shakuras, The middle expansions on Entombed, and the corner expansions on Cloud Kingdom.
2p Maps should not be so big. They produce boring games.
The map size is perfect and the textures are stunning. Semmo is just jealous that he could not pull off such a hot and sexy map.