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[M] (2) ESV Edge of Oblivion by prodiG - Page 2

Forum Index > SC2 Maps & Custom Games
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Turo
Profile Blog Joined October 2010
Canada333 Posts
October 31 2011 07:41 GMT
#21
this looks like prime 4gate PvP material
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-10-31 07:54:56
October 31 2011 07:49 GMT
#22
So I heard you liked base races, so I added a back door to your back door, so you can go back door while you back door.
Its so choky that engaging feels like a really bad idea unless you get a miracle surround which is only really possible for zerg, but really hard for them aswell. Thankfully there are so many paths that go to every side of every base that nobody really has to make an engagement on this map like ever. I dont know if I can find a situation playing as terran or protoss vs anyrace, that I wouldnt feel horrified leaving my easy 3 bases. I would just want sit around and close my eyes to the dangers the rest of the map provides.

I dont think the map is so bad per say, but it physically scares me, and when ladder fear on normal maps is still a general problem, I dont think this map would fit the ladder map pool.


I might seem crazy saying that, but its honestly the best way I can describe my feelings on this map.
Cubeface
Profile Joined April 2011
965 Posts
October 31 2011 08:25 GMT
#23
I'm liking that back door gold... This would be fun to play on a couple times for testing, and then maybe make some tweaks, (or not, if they aren't needed) and then it'd be great :D
Tazerenix
Profile Joined December 2010
Australia340 Posts
October 31 2011 08:50 GMT
#24
Why must map makers still make maps with no ramp at the main. Along with the abusable back door and the fact you can plant tanks or colossus on the backdoor and completely deny the mineral line at the natural makes this map absolutely terrible for pvp, it would also be ridiculous trying to hold a 1-1-1 in pvt if they go through the backdoor.
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
October 31 2011 09:17 GMT
#25
As a Zerg it makes me cringe when i see this map that ramp at the natural
Never GG MKP | IdrA
IMSmooth
Profile Joined May 2011
United States679 Posts
Last Edited: 2011-10-31 09:34:13
October 31 2011 09:32 GMT
#26
On October 31 2011 18:17 XRaDiiX wrote:
As a Zerg it makes me cringe when i see this map that ramp at the natural


What about the many entrances?

edit: ooo i see, rocks to get in the back. didnt see em by the gold. interesting
"Get your shit done... THEN party" - NonY
EvOr
Profile Joined July 2011
France48 Posts
October 31 2011 10:04 GMT
#27
I like the general design and different style of plays this map will indulge.

But as a protoss/terran player, I think the area to have vision of, to prevent a Nydus is far too big. It's mostly because of the backdoor alley towards the gold, but while it is very frightening for Zerg because nydus allow them to send their whole army into your base, I can also imagine it being a pain using medivac with tanks drop down there or early warp prism in PvZ/T. That means you can't fast expand easily on this map because of these kind of plays. I'm not fond of a map forcing me to stay longer on 1 base.

Smaller main bases and easier to have control of back-alley and I'm sold
LiLmagnet
Profile Joined February 2011
United States5 Posts
October 31 2011 10:10 GMT
#28
this is not zerg friendly at all, too many cliffs/chokes. tanks and colossus would easily be the best units for the map
!si vis pacem para bellum!
Krede
Profile Joined December 2010
Denmark139 Posts
October 31 2011 10:13 GMT
#29
A really nice map, job well done. The attack routes are nicely done and could make for good games. My only concern is that the middle of the map wont be used at all do to the lack of expasions there.
Here's the thing about bowling: There's not enough maps. There's two maps on bowling. Bumper Map and Dust_2
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
October 31 2011 10:31 GMT
#30
zerg's nightmare. too narrow/cramped, particularly the strip running down the center. considerably more difficult than say Crossfire SE which also similarly had so many chokes/narrow passageways. but the long map architecture helped a lot for creating space and making counterattacks very effective. this map looks much harder to do that.

there are only 2 wide open areas on the map that aren't even key positions and are avoidable.
ModeratorBlame yourself or God
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-10-31 10:45:46
October 31 2011 10:41 GMT
#31
Wow, this map is extremely complicated, yet it's the high quality product you'd expect from someone like prodiG!

I am a bit concerned about those gold bases, it just seems like Terran would take them as third aaall the time and then drop 1000 MULEs as always.
That's more of a problem of balance tho and that Terran profits more from golds and is just way more flexible in every aspect. You just can't make a map shit for Terran unless it's as big as Tal'Darim I feel like.
So I would say that's a bit of a problem but something Blizz has to fix and this map layout still looks amazing.

Aesthetics are absolute top level as always. Someone finally bothered to cut out Typhon Bricks (I guess in this case the Zhakul'Das ones) correctly and not be blizz-lazy about it! Also I loove that you used the textures of Neo Enigma in the main again, imo the best looking mains I have seen in any Xel'Naga Cavern's like style.
And that blue water in this theme is a joy to look at!

All in all you come back to the scene just to create one of the favorites for TL contest/IPL contest, n1

edit: Btw can you (and other ESV members...yes I'm looking at you monitor) please start to post analyzer pictures? It's really one more minute of work and it helps semi-good mapmakers like me a lot to understand the map and learn from it.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Theeakoz
Profile Joined July 2011
United States1114 Posts
October 31 2011 10:58 GMT
#32
Interesting map, nicely done. I wish they implement it in the tournaments.
Please change the luck dependancy of spawning locations on rotationally symmetric maps.
Eccho
Profile Joined April 2011
France2 Posts
Last Edited: 2011-10-31 11:19:41
October 31 2011 11:18 GMT
#33
Ok, i never post on a thread normally but this is just fabulous
I don't know if it's balanced or if it's good at a high level, but I'm so excited to test it. Is there any link so we can get the map?

This is what makes SC2 go bigger everyday. You put in a lot of work.

Congratz, and go ahead!
Pandesal94
Profile Joined June 2011
United States45 Posts
October 31 2011 11:42 GMT
#34
just take out the gold bases makes for unfair spawns and whats the point of gold minerals in this map anyways its huge
<a href="http://thetural.com/sc2/"><img src="https://s3.amazonaws.com/tural_sc2/t/5lbF4YcX.png" border="0"></a>
Mojar
Profile Joined January 2011
Australia185 Posts
October 31 2011 11:50 GMT
#35
Broken for TvZ way too many overpowered siege set-up areas especially behind natural.
Serelitz
Profile Joined April 2011
Netherlands2895 Posts
October 31 2011 12:01 GMT
#36
This map looks really really bad for P. No ramp so you have to FFE, backdoors that make FFEing really hard? Stuff of nightmares. The whole 'deal with it' if people siege behind your mineral line is also a bit annoying. You can't always prevent a tank push when it hits. Imagine trying to break a tank line in that alley as a zerg, that's horrifying.
digmouse
Profile Blog Joined November 2010
China6329 Posts
Last Edited: 2011-10-31 12:08:48
October 31 2011 12:07 GMT
#37
Isn't the main choke a bit wide? Also the non-ramp main choke reminds me of Tal'darim Altar which force 4 Gate PvP play.
Also back door to the main and pathable low ground behind natural are really bad ideas.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
justinpal
Profile Joined September 2010
United States3810 Posts
Last Edited: 2011-10-31 12:42:01
October 31 2011 12:40 GMT
#38
I like it. Let's play ^^.

On October 31 2011 20:18 Eccho wrote:
Ok, i never post on a thread normally but this is just fabulous
I don't know if it's balanced or if it's good at a high level, but I'm so excited to test it. Is there any link so we can get the map?

This is what makes SC2 go bigger everyday. You put in a lot of work.

Congratz, and go ahead!


Edit: If you go search the maps you can type ESV and it should come up. Not sure if he uploaded on EU as of yet!
Never make a hydralisk.
tapauly
Profile Joined August 2010
United States16 Posts
October 31 2011 13:05 GMT
#39
Can't wait to try it out today! Also, Mastodon is the best! I'm not feeling The Hunter quite as much, but they will always be my favorite!
Khonsou
Profile Joined September 2011
Dominican Republic275 Posts
October 31 2011 13:16 GMT
#40
Seems like an interesting map, and it's beautiful btw. A thing that I think could get some toughts would be a way for reapers to get from the gold to the backdoor. For now if you enter the base with reapers from the main o the natural there's no real way to get out.
There's no real way to spot if your enemy took its natural with an overlord.
And finally it seems like without rocks in the backdoor, its pretty sensible to warp from a pylon (I like it as it is though).

Nice map I'll try it when I can.
A French living under the sun
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