• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:41
CEST 01:41
KST 08:41
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
The Memories We Share - Facing the Final(?) GSL1Code S RO12 Preview: Cure, Zoun, Solar, Creator2[ASL19] Finals Preview: Daunting Task30[ASL19] Ro4 Recap : The Peak15DreamHack Dallas 2025 - Info & Preview21
Community News
Weekly Cups (May 19-25): Hindsight is 20/20?0DreamHack Dallas 2025 - Official Replay Pack8[BSL20] RO20 Group Stage2EWC 2025 Regional Qualifiers (May 28-June 1)9Weekly Cups (May 12-18): Clem sweeps WardiTV May3
StarCraft 2
General
The Memories We Share - Facing the Final(?) GSL Can anyone explain to me why u cant veto a matchup DreamHack Dallas 2025 - Official Replay Pack Code S RO12 Preview: Cure, Zoun, Solar, Creator herO wins GSL Code S Season 1 (2025)
Tourneys
[GSL 2025] Code S:Season 2 - RO12 - Group A DreamHack Dallas 2025 SOOPer7s Showmatches 2025 StarCraft Evolution League (SC Evo Biweekly) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void Mutation # 472 Dead Heat
Brood War
General
Will foreigners ever be able to challenge Koreans? BGH auto balance -> http://bghmmr.eu/ GG Lan Party Bulgaria (Live in about 3 hours) BW General Discussion Recent recommended BW games
Tourneys
[ASL19] Grand Finals [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [Megathread] Daily Proleagues [ASL19] Ro8 Day 4
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion!
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Yes Sir! How Commanding Impr…
TrAiDoS
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10980 users

[M] (4) iCCup Neo Enigma by prodiG

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-03-30 19:52:43
January 17 2011 05:46 GMT
#1
[image loading]


Neo Enigma is a complete overhaul of it's predecessor, Enigma. My goal was to create a balanced map with the same basic concept of the original Enigma: A macro-oriented rotational symmetry 4 player map with a nearby third and 4th where either expansion would be viable depending on spawns; and I believe that is exactly what I've done.

iCCup Neo Enigma 1.0 - Click to see super high res image
[image loading]

Features
-LOS Blockers surrounding the unbuildable center & Xel'Naga Tower.
-Destructible rocks blocking close access to nearby expansion.
-Both the 3rd and 4th can be harassed via the nearby cliff. The cliff near the gold is not buildable.
-LOS Blockers outside the ramp to the natural expansion.

Specs
Map Size:128x128
Expansions: 12 Blue, 4 Gold
XNT: One in the center
Tileset: Custom (Uses elements from Ulaan and Shakuras)

Main and Natural have 8 mineral patches, Third has 7, Gold has 5. all expansions have two Vespene Geysers

Closeup Images
+ Show Spoiler [Closeup Images] +

Center
[image loading]

Outside a natural expansion
[image loading]

Behind the third
[image loading]

Behind another third
[image loading]

Behind another third
[image loading]

Main
[image loading]

Behind another third/natural
[image loading]

Gold expansion
[image loading]

Third expansion
[image loading]


Links
Dimish's case study on how Neo Enigma uses space

Neo Enigma used in ESL EU and NA map pools for April 2011

I can't believe I've finally finished this. I've probably dumped anywhere in between 30 and 40 hours over the course of the last month or so and I'm very happy to finally finish it. Internally the map went through many changes and I'd like to give special thanks to monitor and the rest of the iCCup mapmaking team, and the guys at Ever clan for helping me beta test. This map wouldn't be where it is now if it weren't for your guys' effort!

Be sure to check out http://www.prodiGsc.com for all of my maps, http://www.twitter.com/prodiGsc to stay up-to-date on what I'm doing and be on the lookout for my stream! I streamed the last third or so of the work on this map and there will definitely be more to come in the future! All streaming will be done on the iCCup.TV #2 channel in the future!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
KnightOfNi
Profile Joined December 2007
United States1508 Posts
January 17 2011 06:20 GMT
#2
<3 enigma... hopefully we'll get to see this in the next PGW and in the next clan ep monthly as well :D
RIP eSTRO :(
Splinter[eP]
Profile Joined May 2010
United States39 Posts
January 17 2011 06:24 GMT
#3
Holy cow, looks awesome. We'll definitely be using this in our tournaments. Props to prodiG and the rest of the iCCup mapmaking team!
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
January 17 2011 06:46 GMT
#4
Can't wait till it get's on eu so I can test it. It looks so fun, and I think I can say this on everyones behalf -thank you for the time and effort you put into this map!
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
Antares777
Profile Joined June 2010
United States1971 Posts
January 17 2011 06:57 GMT
#5
Neo Enigma is so much more SCII-ish that Enigma, which favored more macro games and not as much SCII shenanigans, which I'll admit are very fun. ^^,

Cross spawns seem as though they would be macro heavy, but idk, haven't played any games yet.
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-02-27 08:52:49
January 17 2011 07:59 GMT
#6
This is the first map of you I deem not bad.

dumped anywhere in between 30 and 40 hours

I guess these somewhat payed off.

The layout does have some issues, like the rotational symetry imbalance. And a probably super hard to stop slow tank push through the third if a terran spawn counter clockwise.

I think you went overboard with the aesthetics, performance wise.

cheers,
madsquare.
I do not obey any norms. I redefine standard with every thought I make.
danson
Profile Joined April 2010
United States689 Posts
January 17 2011 08:24 GMT
#7
now this is GSL material. probably only 1 out of maybe 3 maps from iccup i would even bother sending into GSL for testing. perhaps you could get in touch with jon to see if he could reccomend it to someone?

10/10
BR3AKR
Profile Joined February 2010
United States46 Posts
Last Edited: 2011-01-17 08:46:53
January 17 2011 08:39 GMT
#8
Beautiful map prodiG. Keep up the awesome work man - I honestly believe the ICCup team is really helping drive the community forward toward custom maps.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 17 2011 09:56 GMT
#9
the size seems to be good now, i'm gonna give this a try!
http://www.twitch.tv/czelpredy
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 10:19 GMT
#10
I really like the rework. You did a great job there prodiG.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Mereel
Profile Joined February 2010
Germany895 Posts
January 17 2011 11:41 GMT
#11
this map is just beautiful

need it on europe asap
TPW Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 17 2011 14:01 GMT
#12
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Samro225am
Profile Joined August 2010
Germany982 Posts
January 17 2011 14:31 GMT
#13
this game performs so bad performancewise.

concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3).
looking forward to play it.
FlaShFTW
Profile Blog Joined February 2010
United States10106 Posts
January 17 2011 15:09 GMT
#14
:o.... i love it. i also like how you have golds for the 3rd instead of regular crystals. its beautiful, keep it up prodiG!!!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 15:16 GMT
#15
On January 17 2011 23:01 prodiG wrote:
Show nested quote +
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:

How much doodads (effects) are there? ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
branflakes14
Profile Joined July 2010
2082 Posts
January 17 2011 15:54 GMT
#16
Looks pretty good. No backdoor nonsense, there's a choice of expanding towards or away from your opponent at your third, Xel'naga looks important. Only thing I'm not so keen on is the walls around the centre of the map. Every map seems so enclosed.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 17 2011 18:35 GMT
#17
Sf
On January 18 2011 00:16 dezi wrote:
Show nested quote +
On January 17 2011 23:01 prodiG wrote:
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:

How much doodads (effects) are there? ^^

Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 17 2011 18:39 GMT
#18
well, part of it might be that most of the games played on it have at least 8 observers lol :p

But part of it is that it's so intense.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
eloist
Profile Joined September 2010
United States1017 Posts
January 17 2011 18:45 GMT
#19
I like the Xel-Naga caverns-esque placement of the gold much better than the placement in the original Enigma. It might be a bit easy to take without rocks but I suppose it only being 5 patches makes up for that.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 17 2011 19:01 GMT
#20
On January 18 2011 03:35 prodiG wrote:
Sf
Show nested quote +
On January 18 2011 00:16 dezi wrote:
On January 17 2011 23:01 prodiG wrote:
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:

How much doodads (effects) are there? ^^

Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.


How do you do pathing? I mean, I don't use doodads for it at all.

Otherwise; a really awesome map with stunning visuals!
The Planetary Workshop - TPW - Mapmaking Team
anatem
Profile Joined September 2010
Romania1369 Posts
January 17 2011 19:03 GMT
#21
looks great tbh, i see no noticeable imbalances, will definitely play it . good job!
'Tis with our Judgements as our Watches, none / Go just alike, yet each believes his own.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
January 17 2011 19:49 GMT
#22
Looks more closed up than its original =/
Both are good though
133 221 333 123 111
DomiNater
Profile Blog Joined September 2010
United States527 Posts
January 17 2011 20:28 GMT
#23
Nice map ProdiG, can't wait to play. Are the spawns cross position only or can you spawn horizontal/vertical to your opponents?
After I captured the elephant in the room, swept her under the rug for the hell of it... I welcome you to the melting through, of a planet that was selfish in its development of a healthy view.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
January 17 2011 20:57 GMT
#24
Wow this actually looks like a real nice and balanced map, I would LOVE to see some tournaments adopt this map!
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 17 2011 21:52 GMT
#25
On January 18 2011 04:01 NullCurrent wrote:
Show nested quote +
On January 18 2011 03:35 prodiG wrote:
Sf
On January 18 2011 00:16 dezi wrote:
On January 17 2011 23:01 prodiG wrote:
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:

How much doodads (effects) are there? ^^

Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.


How do you do pathing? I mean, I don't use doodads for it at all.

Otherwise; a really awesome map with stunning visuals!


Ok, 2500 is not so much, it must be the effects on some of the doodads making it lag (like particle spawners).
I just added over 4000 trees to the map I'm currently making and no lag!
The Planetary Workshop - TPW - Mapmaking Team
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 22:00 GMT
#26
Weather effects and lightning produces lag. Seems like they are currently playtesting the map: http://www.teamliquid.net/video/streams/iCCup.TV2
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
MindRush
Profile Joined April 2010
Romania916 Posts
January 17 2011 22:08 GMT
#27
prodiG ...... thanks alot, can i play this on EU ?
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Antares777
Profile Joined June 2010
United States1971 Posts
January 17 2011 22:17 GMT
#28
2500 doodads?

Is there any lag?

BTW I'm on a Mac, so...
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 22:19 GMT
#29
Maybe the lag is produced by all those tiny fires.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Archvil3
Profile Joined September 2010
Denmark989 Posts
January 17 2011 22:22 GMT
#30
A shame you have to remove effects/doddads. The map looks so alive as it is.
Let thy speech be better than silence, or be silent.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-17 22:48:59
January 17 2011 22:45 GMT
#31
Ha, nice to see you working in the editor live on the stream ^^
1 question - why you always place those movement blocking doodads. Isn't the movement layer itself not enough to accomplish this?

//has been answered on the stream
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 00:12 GMT
#32
On January 18 2011 07:45 dezi wrote:
Ha, nice to see you working in the editor live on the stream ^^
1 question - why you always place those movement blocking doodads. Isn't the movement layer itself not enough to accomplish this?

//has been answered on the stream

Just to re-post here for context, the reason I don't use the movement layer is because it is straight up broken,. and I don't trust it at all. I've ran into multiple times where players have dropped units or walked up cliffs that they shouldn't have been able to, and the doodad blockers are foolproof in that regard. I also use 1x1 building blocker doodads to create a checkerboard for unbuildable terrain: This allows zerg players to still create creep tumors with ease but prevents things like pylons, turrets or proxy. I use 1x1 doodads because I can select a group and copy/paste rather than spend hours clicking the tiles with the pathing layer.


I got the map down from, 2900 doodads to 1900, 350 of which are pathing blockers. Let me know how it runs now!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 18 2011 00:19 GMT
#33
Yeah, it plays a bit smoother, still 80< fps on low for me . also i dont really like the broken edges around the map. they look slick but its hard to see where you can actually go, especially if your harassing with hellions or w/e.
Tiazi
Profile Joined February 2010
Netherlands761 Posts
January 18 2011 00:25 GMT
#34
absolutely beautiful
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 00:40 GMT
#35
On January 18 2011 09:19 WniO wrote:
Yeah, it plays a bit smoother, still 80< fps on low for me . also i dont really like the broken edges around the map. they look slick but its hard to see where you can actually go, especially if your harassing with hellions or w/e.

interesting point, ill be sure to keep this in mind (and I may change it yet)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 01:22 GMT
#36
Just tested the map off stream, I'm getting relatively normal framerates that i think are acceptable, so I'm wondering what you guys who don't have supercomputers think? ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Nifel
Profile Joined June 2010
706 Posts
January 18 2011 01:38 GMT
#37
Woha. That's a work of art right there. Loving the design, too.
Ownos
Profile Joined July 2010
United States2147 Posts
Last Edited: 2011-01-18 04:27:48
January 18 2011 04:26 GMT
#38
I like the center xelnaga. Watches the primary path between bases. It does however become useless when the rocks go down, then you never ever have to pass the center if it isn't cross-positions. Bad.

7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.

This map also looks awfully small besides cross-positions and looks really cramp.

On January 17 2011 23:31 Samro225am wrote:
this game performs so bad performancewise.

concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3).
looking forward to play it.


Is that why a lot of these maps are nothing but narrow funnels?
...deeper and deeper into the bowels of El Diablo
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 05:12 GMT
#39
On January 18 2011 13:26 Ownos wrote:
I like the center xelnaga. Watches the primary path between bases. It does however become useless when the rocks go down, then you never ever have to pass the center if it isn't cross-positions. Bad.

7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.

This map also looks awfully small besides cross-positions and looks really cramp.

Show nested quote +
On January 17 2011 23:31 Samro225am wrote:
this game performs so bad performancewise.

concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3).
looking forward to play it.


Is that why a lot of these maps are nothing but narrow funnels?


*Ahem*

You described exactly how the center tower is supposed to work. It sees all of one of two major possible routes of attack.

There is a reason why the third and gold have less minerals. With 8 and 6, both expansions become more valuable than their intention is. The concept is to leave a choice between taking the gold or the highground as your third expansion depending on the orientation of the spawns. If the gold had six patches, then you'd be at a relative disadvantage when your opponent can attack into the gold easier than you can attack into his (because with 6 patches at full saturation the expansion is too valuable to accomplish what I wanted here). This is not a gimmick expansion, the choice was made with precision and thought.

The map is 128x128, rush distances horizontal and vertical distances are equal to LT Cross positions; cross positions here are about five seconds longer.

Maps that are too open give Zerg too many options to flank (See: God's Garden). Maps that are too cramped give Protoss free wins with force fields (See: Crossfire). Finding balance between the two is a challenge but you can't have a wide open map and expect it to work.

Finally, I'd like to point out that this is the kind of feedback that I have no interest in reading. I will acknowledge that it is your opinion and you have every right to post it, but there are some things that I'd like to point out. The first of which is that your post seems to be almost entirely theorycraft/speculation which is fine and is how this forum generally operates, but you move on to say things like "Bad" as if I've never done this before and I had no idea what placing a tower in the center would accomplish.

If you are willing to provide to me some evidence that your claims have some weight and are legitimate issues, I am willing to consider them. Until then, I will disregard your entire post.

Moving on!

The map appears to have little to no framerate issues. I played a 26 minute game on it about an hour ago and I didn't run into any significant frame loss. I also had to remove most of the wicked awesome fire. Damn.

iCCup Neo Enigma will be tested once again in tomorrow's iCCup Map Series and pending bug feedback will be up in EU (and as many other servers as possible) shortly after! The event starts at 8pm EST, be sure to tune in!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 18 2011 05:31 GMT
#40
Is that why a lot of these maps are nothing but narrow funnels?


These maps are not narrow funnels in the slightest. If you compare them to standard Blizzard maps, they have more open spaces. The chokes that are existent are placed for specific balance, concept, and expo pattern reasons. If there is a specific map example that you could point out with distinct imbalance by "narrow funnels" please tell, we will take it into consideration.

7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.


Adding on to what prodiG said (which is right too): On Neo Enigma, expansions are very compact around the main. You can very easily secure a natural, a 3rd, and a 4th following. The current expansions have less mineral patches to balance the tightness. If expansions had
main: 8
nat: 8
HY: 6
4th: 8
Then it would likely be too easy to turtle. It is standard for 3rd/5ths to have 7 minerals. The high yield is not standard, but with 6 nodes it'd be too easy to saturate in certain spawn postions. If there is any question, we will know it from top-level player feedback in tomorrow's IMS.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Ownos
Profile Joined July 2010
United States2147 Posts
January 18 2011 06:49 GMT
#41
On January 18 2011 14:31 monitor wrote:
Show nested quote +
Is that why a lot of these maps are nothing but narrow funnels?


These maps are not narrow funnels in the slightest. If you compare them to standard Blizzard maps, they have more open spaces. The chokes that are existent are placed for specific balance, concept, and expo pattern reasons. If there is a specific map example that you could point out with distinct imbalance by "narrow funnels" please tell, we will take it into consideration.
Show nested quote +

7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.


Adding on to what prodiG said (which is right too): On Neo Enigma, expansions are very compact around the main. You can very easily secure a natural, a 3rd, and a 4th following. The current expansions have less mineral patches to balance the tightness. If expansions had
main: 8
nat: 8
HY: 6
4th: 8
Then it would likely be too easy to turtle. It is standard for 3rd/5ths to have 7 minerals. The high yield is not standard, but with 6 nodes it'd be too easy to saturate in certain spawn postions. If there is any question, we will know it from top-level player feedback in tomorrow's IMS.


I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.

And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.

I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.

If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.

And the reality is everyone is theorycrafting. Who has extensive play on new maps like this?
...deeper and deeper into the bowels of El Diablo
G_Wen
Profile Joined September 2009
Canada525 Posts
January 19 2011 06:47 GMT
#42
On January 18 2011 15:49 Ownos wrote:
I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.

And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.

I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.

If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.

And the reality is everyone is theorycrafting. Who has extensive play on new maps like this?

For the late game regression I cannot say much but it does seem like a legitimate concern. I'll play some more test games when I have access to SC2.

The PAIN for oversaturating when one manyards is not a legitimate concern. It is up to the player to adapt to the map. It is about as much as a pain as flash not being able to 15cc no scout every game. The onus is on the player to play correctly given the map. If you can't manyard over the correct number of probes it's your fault not the maps. Yes this is inconsistent but that is the point. Maps should have variations and one's playstyle should vary in response to the maps as well.

The games I have played on the map have been good so far. I haven't noticed the late game economic regression you've talked about but I'll keep an eye out for it.
ESV Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 06:57 GMT
#43
On January 19 2011 15:47 G_Wen wrote:
Show nested quote +
On January 18 2011 15:49 Ownos wrote:
I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.

And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.

I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.

If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.

And the reality is everyone is theorycrafting. Who has extensive play on new maps like this?

For the late game regression I cannot say much but it does seem like a legitimate concern. I'll play some more test games when I have access to SC2.

The PAIN for oversaturating when one manyards is not a legitimate concern. It is up to the player to adapt to the map. It is about as much as a pain as flash not being able to 15cc no scout every game. The onus is on the player to play correctly given the map. If you can't manyard over the correct number of probes it's your fault not the maps. Yes this is inconsistent but that is the point. Maps should have variations and one's playstyle should vary in response to the maps as well.

The games I have played on the map have been good so far. I haven't noticed the late game economic regression you've talked about but I'll keep an eye out for it.


I don't think you'dget any regression at all unless you've mined out every base but one or two and have more workers that you need to saturarte the last few bases. Any other scenarioseems to me like it'd be a lack of expanding from the player.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
ReachTheSky
Profile Joined April 2010
United States3294 Posts
January 19 2011 07:17 GMT
#44
played on this map tonight in the IMS KOTH. I must say its fucking baller. i love it. well designed. positions aren't too far or too close. i feel like its just right. map looks beautiful too. i love the towers. Keep up the good work and keep pumpin out sexy maps.
TL+ Member
ReachTheSky
Profile Joined April 2010
United States3294 Posts
January 19 2011 07:22 GMT
#45
On January 18 2011 00:54 branflakes14 wrote:
Looks pretty good. No backdoor nonsense, there's a choice of expanding towards or away from your opponent at your third, Xel'naga looks important. Only thing I'm not so keen on is the walls around the centre of the map. Every map seems so enclosed.


i think the walls in the cetner of the map are good. they still allow flanks to be good but not completely broken.
TL+ Member
Zhul
Profile Joined February 2010
Czech Republic430 Posts
January 19 2011 13:05 GMT
#46
Hah finally some good map
Tppz!
Profile Joined October 2010
Germany1449 Posts
January 19 2011 14:07 GMT
#47
On January 18 2011 07:08 MindRush wrote:
prodiG ...... thanks alot, can i play this on EU ?


i would love to play this asap :> europeans can do bug testing too
Obscura.304
Profile Blog Joined September 2010
150 Posts
January 19 2011 14:24 GMT
#48
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 14:33 GMT
#49
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Obscura.304
Profile Blog Joined September 2010
150 Posts
January 19 2011 14:47 GMT
#50
On January 19 2011 23:33 prodiG wrote:
Show nested quote +
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.

So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 14:57 GMT
#51
On January 19 2011 23:47 Obscura.304 wrote:
Show nested quote +
On January 19 2011 23:33 prodiG wrote:
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.

So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why?

You'd have to take the blue and have a more defensible position, while attacking into your opponent's gold as the base is more open and easier to drop onto. I wouldn't call this an imbalance as the gold only has five patches and the options for harassing it or attacking into it are great & testing seems to have proved this.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Obscura.304
Profile Blog Joined September 2010
150 Posts
January 19 2011 15:39 GMT
#52
On January 19 2011 23:57 prodiG wrote:
Show nested quote +
On January 19 2011 23:47 Obscura.304 wrote:
On January 19 2011 23:33 prodiG wrote:
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.

So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why?

You'd have to take the blue and have a more defensible position, while attacking into your opponent's gold as the base is more open and easier to drop onto. I wouldn't call this an imbalance as the gold only has five patches and the options for harassing it or attacking into it are great & testing seems to have proved this.

You really can't say something like this is balanced though, because the fact that there's 3 different races throws a wrench in it. Given spawns at 10 and 2, is the gold for the 10 o'clock player still so harassable if they're T and just drop a Planetary Fortress there? What about Protosses at 2 who aren't going air- how are they going to harass that, given that P has no really good non-air units for harassing? What about ZvP, with the Zerg at 2- since Z can't go mutas safely in that matchup for fear of the 6 gate, how do you consider that balanced?
funcmode
Profile Joined June 2010
Australia720 Posts
January 19 2011 15:51 GMT
#53
Gold expo's are overrated, especially considering this one only has 5 patches. Really the difference between that and the 7-patch blue expo's is minimal at most, even with mules and planetary's thrown into the equation. I don't think it's a massive cause for concern.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 19 2011 15:59 GMT
#54
Yeah I agree, the normal expo gives Terran a so much easier to defend position because of the highground and less openness. They might be able to have an OC at the normal expo but are kinda forced to have a PF at the gold, so it should be balanced.

Anyway, this map is just pure gold, I love it!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Antares777
Profile Joined June 2010
United States1971 Posts
January 19 2011 17:02 GMT
#55
I just hosted a game on this map and everyone loved it. My computer didn't lag at all either, and I'm on a Mac. Not a Macbook Pro, just a Macbook, and it ran smoothly.

What everyone in observer chat was saying was that they thought that Terran could get a third easily with a Planetary Fortress. That was their only concern.

Great map prodiG!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 18:20 GMT
#56
On January 20 2011 02:02 Antares777 wrote:
I just hosted a game on this map and everyone loved it. My computer didn't lag at all either, and I'm on a Mac. Not a Macbook Pro, just a Macbook, and it ran smoothly.

What everyone in observer chat was saying was that they thought that Terran could get a third easily with a Planetary Fortress. That was their only concern.

Great map prodiG!

The way I see it, if any map has an easy third terran can hold it with a planetarty fortress because that's what they do. This is counteracted somewhat by the drop harass but players have to adapt their style around it if they want to take advantage.

Thanks for the feedback; D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Silv.user
Profile Joined November 2010
59 Posts
Last Edited: 2011-01-19 18:54:18
January 19 2011 18:53 GMT
#57
Dude the map didnt get affected at all by your tuning down still very pretty. how many doodads u got now? u told me u had 2230 before. I'm really curious how much u had to remove to make it work properly

Edit: btw the gold minerals, they arent mirrored are they? i saw there was diffrence in them. Reason why u got that?
All girls are whores, only the smart ones takes paid.
Antares777
Profile Joined June 2010
United States1971 Posts
January 19 2011 18:57 GMT
#58
On January 20 2011 03:53 Silv.user wrote:
Dude the map didnt get affected at all by your tuning down still very pretty. how many doodads u got now? u told me u had 2230 before. I'm really curious how much u had to remove to make it work properly

Edit: btw the gold minerals, they arent mirrored are they? i saw there was diffrence in them. Reason why u got that?


Minerals are 2x1 not 1x1 so you can't rotate them 90 degrees and expect them to fit in the same area.
Silv.user
Profile Joined November 2010
59 Posts
January 19 2011 19:07 GMT
#59
The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?

All girls are whores, only the smart ones takes paid.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-01-19 20:00:27
January 19 2011 19:56 GMT
#60
On January 20 2011 04:07 Silv.user wrote:
The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?


Like antares said, mineral fields are 2x1 so I can only copy minerals on sectipns of the map that are inverted 90 180 (oops, wrong #) degrees in the symmetry. Simply put, I can have asymmetrical mineral lines on on two corners of the map, but the other two must be tweaked in order to fit. The distance of tether patches is relatively the same to all of the elements around the patches so that while different they are not imbalanced (or if they are, the issue is negligible as I cant rotate minerals to be 1x2 so I am making the best of what I've got.)

Lot of nitpicking today, nice to see my map so heavily under the microscope!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 19 2011 20:00 GMT
#61
Not up on Europe yet, is it?
Silv.user
Profile Joined November 2010
59 Posts
January 19 2011 20:37 GMT
#62
On January 20 2011 04:56 prodiG wrote:
Show nested quote +
On January 20 2011 04:07 Silv.user wrote:
The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?


Like antares said, mineral fields are 2x1 so I can only copy minerals on sectipns of the map that are inverted 90 180 (oops, wrong #) degrees in the symmetry. Simply put, I can have asymmetrical mineral lines on on two corners of the map, but the other two must be tweaked in order to fit. The distance of tether patches is relatively the same to all of the elements around the patches so that while different they are not imbalanced (or if they are, the issue is negligible as I cant rotate minerals to be 1x2 so I am making the best of what I've got.)

Lot of nitpicking today, nice to see my map so heavily under the microscope!



Well acctually whene i was looking at your stream i noticed it, so wasnt like it was under microscope. I really do think its weird tho, correct me if im wrong but can u go thru the minerals at 2 of them but not on the 2 others?
All girls are whores, only the smart ones takes paid.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 19 2011 21:10 GMT
#63
On January 18 2011 09:12 prodiG wrote:
Show nested quote +
On January 18 2011 07:45 dezi wrote:
Ha, nice to see you working in the editor live on the stream ^^
1 question - why you always place those movement blocking doodads. Isn't the movement layer itself not enough to accomplish this?

//has been answered on the stream

Just to re-post here for context, the reason I don't use the movement layer is because it is straight up broken,. and I don't trust it at all. I've ran into multiple times where players have dropped units or walked up cliffs that they shouldn't have been able to, and the doodad blockers are foolproof in that regard.


That sounds really bad, if the movement layer cannot be trusted
The Planetary Workshop - TPW - Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 23:01 GMT
#64
On January 20 2011 05:37 Silv.user wrote:
Show nested quote +
On January 20 2011 04:56 prodiG wrote:
On January 20 2011 04:07 Silv.user wrote:
The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?


Like antares said, mineral fields are 2x1 so I can only copy minerals on sectipns of the map that are inverted 90 180 (oops, wrong #) degrees in the symmetry. Simply put, I can have asymmetrical mineral lines on on two corners of the map, but the other two must be tweaked in order to fit. The distance of tether patches is relatively the same to all of the elements around the patches so that while different they are not imbalanced (or if they are, the issue is negligible as I cant rotate minerals to be 1x2 so I am making the best of what I've got.)

Lot of nitpicking today, nice to see my map so heavily under the microscope!



Well acctually whene i was looking at your stream i noticed it, so wasnt like it was under microscope. I really do think its weird tho, correct me if im wrong but can u go thru the minerals at 2 of them but not on the 2 others?

You could go though the minerals at one single point on any of the golds (I did just check). You did, however, inspire me to take a closer look at the minerals and now the layout is a bit more symmetrical. Although it doesn't make a huge difference in-game, you've helped make the map a little closer to perfect than it was before. Thanks!

I've also removed some more doodads, this time some more of the weather effects. This should help to increase the framerate for players with less optimal setups.

Map will be up on EU tonight, I want to get a few more test games in on it and then fight with localization and patching my EU client.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Archmage
Profile Joined November 2008
United States169 Posts
January 20 2011 00:10 GMT
#65
Just so you know, this map is still a little laggy for me. Otherwise, it's a very cool map. Maybe you could have a Neo Enigma and a Neo Enigma Lite which would just have fewer doodads and such.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 20 2011 00:47 GMT
#66
On January 20 2011 09:10 Archmage wrote:
Just so you know, this map is still a little laggy for me. Otherwise, it's a very cool map. Maybe you could have a Neo Enigma and a Neo Enigma Lite which would just have fewer doodads and such.

I hadn't published the latest version at the time you posted this. The version with removed weather doodads and changed LOS blockers is now up and performs significantly better than any other iteration. Give it a shot ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
wizard944
Profile Blog Joined May 2010
194 Posts
January 20 2011 01:22 GMT
#67
On January 20 2011 00:39 Obscura.304 wrote:
Show nested quote +
On January 19 2011 23:57 prodiG wrote:
On January 19 2011 23:47 Obscura.304 wrote:
On January 19 2011 23:33 prodiG wrote:
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.

So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why?

You'd have to take the blue and have a more defensible position, while attacking into your opponent's gold as the base is more open and easier to drop onto. I wouldn't call this an imbalance as the gold only has five patches and the options for harassing it or attacking into it are great & testing seems to have proved this.

You really can't say something like this is balanced though, because the fact that there's 3 different races throws a wrench in it. Given spawns at 10 and 2, is the gold for the 10 o'clock player still so harassable if they're T and just drop a Planetary Fortress there? What about Protosses at 2 who aren't going air- how are they going to harass that, given that P has no really good non-air units for harassing? What about ZvP, with the Zerg at 2- since Z can't go mutas safely in that matchup for fear of the 6 gate, how do you consider that balanced?

The map isn't supposed to cater to every possible strategy. You're supposed to choose the best strategy for the map in question. So if you think that Z can't go mutas on this map, then don't go mutas, but maybe someone else will find a way to do it anyway. I think that map is balanced as it is.
Kassar DeTemplari
badcop
Profile Joined October 2010
United States176 Posts
January 20 2011 02:04 GMT
#68
You can charge on the rocks with void rays, without them being hit, seems like a pretty powerful harass if you ask me.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 20 2011 02:27 GMT
#69
On January 20 2011 11:04 badcop wrote:
You can charge on the rocks with void rays, without them being hit, seems like a pretty powerful harass if you ask me.

This is something that I considered heavily during design and I eventually decided that it's just another strategy that works well on this map. I won't be at all surprised if the initial feedback is that "oh my god, it's a huge issue" but I think once people have more experience on the map they'll realize that that's a very viable option for the Protoss and adapt their strategies accordingly. By the same note, a lot of terrans now are favoring more marine-heavy army compositions in their early and midgame, and zergs seem to always be making extra queens and getting spire or hydra tech at a decent timing. I don't see how a competent player would have VR openings like that cause them too much trouble for more than a few games.

I will, of course, continue to monitor it and if it does prove to be a huge issue I'll have to come up with some kind of fix.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 20 2011 18:08 GMT
#70
iCCup Neo Enigma now published on EU
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dimfish
Profile Blog Joined February 2010
United States663 Posts
January 20 2011 22:13 GMT
#71
prodiG, neo enigma is cool, very original expansion layout!

Its awesome that you have such great map testing support--are you or your map testers comfortable releasing replays? I always thought the map threads on TL could use a replays section so that more folks are likely to see and appreciate a map in-game, and of course example gameplay is always helpful.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 21 2011 03:31 GMT
#72
If anyone wants to post replays on this map feel free! I'd upload some of mine but none of the replay sites I try cooperate -_-
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Antares777
Profile Joined June 2010
United States1971 Posts
January 21 2011 04:01 GMT
#73
On January 21 2011 12:31 prodiG wrote:
If anyone wants to post replays on this map feel free! I'd upload some of mine but none of the replay sites I try cooperate -_-


Try Mediafire. I had no trouble uploading replays, the first time I've tried uploading replays actually.

I'll try to host some more games on this map and see what replays I can give you. I hope no one minds pinging
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 21 2011 04:17 GMT
#74
replay sites don't like non-standard maps :/
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 21 2011 04:31 GMT
#75
On January 21 2011 13:01 Antares777 wrote:
Show nested quote +
On January 21 2011 12:31 prodiG wrote:
If anyone wants to post replays on this map feel free! I'd upload some of mine but none of the replay sites I try cooperate -_-


Try Mediafire. I had no trouble uploading replays, the first time I've tried uploading replays actually.

I'll try to host some more games on this map and see what replays I can give you. I hope no one minds pinging

I wanted to have cool replay parsing but I guess it doesn't work. Oh well.

Here's a TvT I played on Neo Enigma vs an opponent I found in channel iCCup.

http://www.mediafire.com/?4z64a0q4udddcwp
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Magnethios
Profile Joined October 2010
Canada20 Posts
January 26 2011 03:25 GMT
#76
very nice
Tppz!
Profile Joined October 2010
Germany1449 Posts
February 18 2011 10:25 GMT
#77
This map will be used in the InCup.de Gold/Platin Clash on Sunday. Some participants asked the staff having better maps and they asked which ones they should use I proposed this one and now its in. Great.

Aint highlevel paly but I'm happy to see this map pushed.
th3rogue
Profile Joined February 2010
Germany683 Posts
March 21 2011 09:30 GMT
#78
ESL EU will be featuring Neo Enigma in tonight's King of cup, http://www.esl.eu/eu/sc2/news/153731/
ESL Community Manager SC2, http://www.esl.eu/eu/sc2
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 21 2011 11:08 GMT
#79
Wow, really cool to see that ESL keeps supporting the iCCup Mapmaking Team
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 21 2011 14:52 GMT
#80
Definitely going to be checking out ESL EU tonight :D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dimfish
Profile Blog Joined February 2010
United States663 Posts
Last Edited: 2011-03-23 15:13:58
March 23 2011 15:13 GMT
#81
prodiG, can I (or you or somebody) put the images of Enigma and Neo Enigma side-by-side with a short discussion of using space? I always thought you did a great job improving this map and it could be helpful for other mappers to see what you did

edit: "prodiG," not "pordiG"
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 23 2011 17:09 GMT
#82
On March 24 2011 00:13 dimfish wrote:
prodiG, can I (or you or somebody) put the images of Enigma and Neo Enigma side-by-side with a short discussion of using space? I always thought you did a great job improving this map and it could be helpful for other mappers to see what you did

edit: "prodiG," not "pordiG"

Go for it ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
adso
Profile Joined March 2011
718 Posts
March 23 2011 21:10 GMT
#83
On March 24 2011 00:13 dimfish wrote:edit: "prodiG," not "pordiG"

poridg
[smile]
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 30 2011 19:51 GMT
#84
iCCup Neo Enigma to be used in ESL EU and NA for April!

Thread here
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Klaent
Profile Joined October 2010
Sweden374 Posts
Last Edited: 2011-05-26 21:03:56
May 26 2011 21:03 GMT
#85
This map looks pretty damn good.
"On a scale from 1 to Idra, how mad are you right now?" -ROOTDestiny
Klaent
Profile Joined October 2010
Sweden374 Posts
May 30 2011 18:36 GMT
#86
After watching some game on this map in DailyMotion Cup, i just wanted to say that i find the waterfall soundeffects realy annoying. But maybe thats just me. Great map tho.
"On a scale from 1 to Idra, how mad are you right now?" -ROOTDestiny
TypeDBS
Profile Joined December 2010
Germany134 Posts
May 30 2011 18:40 GMT
#87
its the ONLY map in the current esl map pool which is actually T favoured in TvZ. Thank you for that lol
Grandmaster Terran check out my stream at justin.tv/dbsstarcraft
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
May 30 2011 23:57 GMT
#88
One question is as Protoss I have no idea where to take my third, and which one is better as the mineral patch between the High Yield and normal third varies. Am I forced to take the High Yield if it is in vertical positions (assuming I am bottom left).
710+ Posts with a Probe Icon =D
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 31 2011 00:07 GMT
#89
Have you seen anyone try a really aggressive void opening placing a pylon behind the rocks and using the void vision to warp directly into the main? Seems like it would be crazy strong with the free charge up and the fact that the defender has to go all the way around to access the proxy pylon.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Warpish
Profile Joined June 2011
834 Posts
June 22 2011 23:46 GMT
#90
This is a great map, even though I hate the burning xel'naga tower. I would really like to see it used more often in tournaments.
Normal
Please log in or register to reply.
Live Events Refresh
BSL: GosuLeague
19:00
RO16 SWISS - Round 3
Semih vs cavapoo
Hejek vs TousaN
ZZZero.O82
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft449
RuFF_SC2 98
CosmosSc2 53
EnDerr 6
StarCraft: Brood War
Artosis 735
ZZZero.O 82
NaDa 9
Icarus 0
Dota 2
NeuroSwarm54
Counter-Strike
Stewie2K1207
flusha485
Fnx 153
Super Smash Bros
C9.Mang0293
AZ_Axe141
Heroes of the Storm
Grubby3939
Other Games
summit1g14049
tarik_tv11707
Day[9].tv732
shahzam519
mouzStarbuck330
ViBE300
ToD222
Maynarde158
JuggernautJason78
Trikslyr49
Sick1
Organizations
Other Games
gamesdonequick1003
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• RyuSc2 61
• Hupsaiya 48
• davetesta35
• musti20045 27
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 16
• Rasowy 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler80
League of Legends
• Doublelift5013
Other Games
• imaqtpie1851
• Scarra1308
• Day9tv732
Upcoming Events
PiGosaur Monday
19m
GSL Code S
9h 49m
Cure vs Zoun
Solar vs Creator
The PondCast
10h 19m
Road to EWC
10h 19m
Online Event
15h 19m
Clem vs ShoWTimE
herO vs MaxPax
HupCup
15h 19m
Road to EWC
16h 19m
Road to EWC
22h 19m
GSL Code S
1d 9h
GuMiho vs Bunny
ByuN vs SHIN
Road to EWC
1d 10h
[ Show More ]
Online Event
1d 12h
Road to EWC
1d 16h
Road to EWC
1d 22h
Replay Cast
2 days
Road to EWC
2 days
Road to EWC
2 days
Road to EWC
2 days
Road to EWC
3 days
CranKy Ducklings
3 days
Road to EWC
3 days
Replay Cast
4 days
Road to EWC
4 days
Sparkling Tuna Cup
4 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

ASL Season 19
DreamHack Dallas 2025
Calamity Stars S2

Ongoing

JPL Season 2
YSL S1
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 1
Heroes 10 EU
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

CSL Season 17: Qualifier 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.