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[M] (2) ESV Edge of Oblivion by prodiG - Page 5

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 All
Vilonis
Profile Joined October 2010
United States130 Posts
January 05 2012 06:26 GMT
#81
This map looks SOOOOOOOOOOOOOO (ad infinitum, but i'll save the space)...
Please get some pros to play on this. And will you guys at ESV get your awesome maps into the tournaments of 2012? I would love to see this map in an official map pool.
"Such is the vastness of his genius that he can outwit even himself!" - Iskaral Pust, High Priest of High House Shadow
Gfire
Profile Joined March 2011
United States1699 Posts
January 05 2012 07:29 GMT
#82
On January 05 2012 11:06 prodiG wrote:
Show nested quote +
On January 05 2012 11:03 Gfire wrote:
Do you think it's problematic that you can warp into the backdoor area from a pylon at the nat? It would be impossible to stop a 4gate from getting highground vision if they have two entrances.

Yes and no, the map is sort of designed in such a way that if you lose control of that space you're in a lot of trouble. There's no denying this map is very punishing for mistakes in PvP. It can be dealt with by playing very carefully and doing builds that make sure you end up in control of your natural expansion so stuff like that doesn't happen, but for those who opt for more passive builds and get caught off guard by something like a well-hidden 4gate... I predict a lot of salt from those guys. PvP is such a volatile matchup that adaptability to both the map and your opponent is absolutely necessary and this map is no exception to that.

Glad you feel that way. So often mappers remove anything that could be abused in the least, things that aren't really bad but only punish poor players, but add entertainment value as well. I think this is well inside the boundaries of balance, at least by today's understanding of the game. I think it makes sense to push it as far as possible and not be conservative in map making at this point.
all's fair in love and melodies
Rybaia
Profile Joined May 2011
Italy213 Posts
January 07 2012 00:05 GMT
#83
Fore some strange reason I can't find it on EU server =(
Am I missing something?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-01-07 23:47:25
January 07 2012 23:45 GMT
#84
prodig, the new double ramp configuration looks weird to me. This is just aesthetics, but have you considered using a doodad wall with the same cliff level instead of a narrow cliff drop?

+ Show Spoiler [like this] +

you have it this way.
[image loading]


suggestion.
[image loading]

Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
January 08 2012 00:00 GMT
#85
It's not just aesthetics, because something tall there would block LoS unlike low ground.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 08 2012 00:06 GMT
#86
On January 08 2012 09:00 Gfire wrote:
It's not just aesthetics, because something tall there would block LoS unlike low ground.


It doesn't have to, just take off the LosB block setting in data (if you're using something that has it). But good to note.
Comprehensive strategic intention: DNE
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-01-08 00:38:54
January 08 2012 00:37 GMT
#87
On January 08 2012 08:45 EatThePath wrote:
prodig, the new double ramp configuration looks weird to me. This is just aesthetics, but have you considered using a doodad wall with the same cliff level instead of a narrow cliff drop?

+ Show Spoiler [like this] +

you have it this way.
[image loading]


suggestion.
[image loading]


I thought about it but I decided to keep it very clear to the player and I couldn't think of any doodads that I really wanted ot use in a situation like that. I felt like the majority of the applicable choices would stray too far from the original aesthetic concept, as well as projectiles looking strange as they clip through whatever doodad I'd place there to hit their target on the other side.

One of my major aesthetic goals with this map was to keep things relatively simple as it was designed originally for the TLMC with it's blizzard-looking restriction. This v1.1 update I actually lined up back in late November and just got around to finishing now.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Gfire
Profile Joined March 2011
United States1699 Posts
January 08 2012 00:39 GMT
#88
Yeah, but it would feel if they were tall. Tall in general, would make it hard to see low ground behind anyway, and probably separate the two sections more visually so you get the same look as before. Maybe some short doodads would be better anyway.

Hard to see how much pathable area is between the geyser and the doodads, too, and some distances like that are important.

You could also do low ground but make it in organic cliffs and make it look like a crack, which might look good.
all's fair in love and melodies
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
January 08 2012 00:45 GMT
#89
maps look good, but if i were the mapmaker, i would concider to "open" the mid a bit. too many chokes, too good for FFs and tanks imo.
And another point: probably add another expansion at 5/11 o-clock? thats not needed though, i would just test it.

the general design is brilliant!
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 08 2012 00:48 GMT
#90
Here's what they currently look like. I don't see any issues with the way it is now

[image loading]

[image loading]
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
Last Edited: 2012-01-08 05:47:04
January 08 2012 03:03 GMT
#91
Bump: I'm streaming myself work on my next map right now (Didn't feel like opening another new thread)

http://www.justin.tv/prodigtv

EDIT: Offline ATM

+ Show Spoiler +
[image loading]
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Mossmyr
Profile Joined May 2011
Sweden35 Posts
March 11 2012 16:18 GMT
#92
Sorry for thread necro but is there any way to have this published on EU? Rybaia had the same question about a month ago, didn't get any response.
algue
Profile Joined July 2011
France1436 Posts
March 11 2012 17:50 GMT
#93
The map skin looks like an old stomped gum to me ^^
rly ?
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