Starcraft II – Map Focus: Typhon Peaks [Guide]

starcraft2-3
Sep
26
2011

This map is somewhat large compared to other maps and it has a lot of interesting features that can be used to one’s advantage. It was the first map in the official ladder pool to not have a high yield expansion, so action can happen anywhere here. Typhon Peaks has seen some good games throughout time, so learning how to perform in this map should boost your chances of winning games.

Return to Top Map Description

Official Map Description: “Watch Towers overlook the center of the map. Destroying rocks will provide for additional attack paths and expansion locations.”

This is a 4-player map with spawn locations at the 11, 2, 5, and 7 o’clock positions. There are a total of 10 bases with no high-yield expansions. It’s relatively large size suggests that macro games are more common here, but it does have its share of aggressive proponents. This map plays as such that you would be able to use some of the strategies in other maps for this one, combining with some that are specific to this map. It does not have anything too distinct other than not having gold bases, so it should play like most 4-player maps in the long run.

Return to Top Features

Xel’Naga Watchtowers
There are two of them near the middle, giving nearly complete vision throughout that area, which is wide open. Surrounding it, there are various elements like brush and cliffs that block the line of sight to the tower, so the unit holding it doesn’t get spotted easily.

Backdoor
This strategic feature is blocked by destructible rocks, so you can’t really make use of it in the early game as it may take time to break them beforehand. This then lets you have a path that flanks the opponent’s base, potentially taking him by surprise. This is excellent for things like multi-pronged attacks and timing pushes.

Low Ground Third
There is an expansion located on low ground with a single ramp going to the natural and another one that is blocked by rocks which leads to the middle of the map. Taking this expansion has an element of risk in that enemies on the high ground can get vision of your base, leading to what may be frequent attacks on that expansion. This third base is easily defensible though, so it can be sustained just as easily as it can be taken out. The cliff does make for a great place to harass the mineral line consistently, especially since units here can’t be targeted without vision of this high ground. Keep that in mind when taking this expansion in order to avoid getting hit by things like drops and infested terrans.

Brush in Main Base
Always be careful about these features as it may help enemies hide various things like proxy buildings, drops, and Nydus Worms. Not spotting them quickly can lead to tremendous mishaps, so building something there like a supply depot or pylon should help you spot cheese or surprise attacks.

The Center
The passages in the middle have an X-pattern, creating somewhat like a web of passages that leads to each of the four bases. This means that the middle, while wide open, is split up and may lead to some interesting ground unit tactics in mid to late game. Vision over this area is important to know where enemies may lie ahead, so taking the Xel’Naga Watchtowers is best.

Return to Top Strategy

Terrans should find this map easy enough to adapt to. Some builds do work pretty well here, but to a certain point. For example, you can push with marines and tanks when you have vertical positions, so timing attacks can do well here. The possibility of multi-pronged attacks with drops and pushes can also work well, especially at the opponent’s third with the high ground. The narrow passages also lets you rain EMPs against Protoss if you ever catch them there, thus neutralizing force fields and other such abilities.

For Protoss, the narrow passages make this map ideal for force field play, and vertical positions make for pushes and timing attacks easily enough, but it does stand to reason that Terrans can do the same here. Engagements should be done in the right locations as much as possible as it’s easy to be put out of position due to the altering terrain. The easily defensible third does mean that macro play is possible here, so you can hold out for the late game if you can continually stifle the opponent’s economy enough to get some advantage.

Zergs may find this map troublesome due to the relative lack of space along the passageways, but the open center is where units can swarm and do damage. The early and mid game are disadvantageous in close positions, so a macro game is not as viable as it would be in cross positions. Scouting is especially crucial in this case as seeing the opponent’s build order is what will let you defend against attacks. Be wary of things like Terran tank pushes and Protoss 4-gates in vertical positions as there is fairly little distance in between.

Overall, whatever strategies works for Backwater Gulch can work here as well, although with more potential in exploiting the high ground. The various passages like the ones to the backdoor and along the 12 and 6 o’clock expansions provide opportunities for timing attacks to work well here.

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