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

Forum Index > SC2 Maps & Custom Games
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prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-01-05 02:19:19
October 31 2011 04:21 GMT
#1
[image loading]
ESV.TV - Home of the Korean Weekly & ESV Mapmaking team!


Edge of Oblivion by prodiG


This is my first fully completed map post-retirement. This map took me over a dozen iterations to get to what you can see today spanning cross at least 36 hours if not more. The map itself is named after the song Oblivion by Mastodon. The map was designed with the constraints that the TL mapmaking contest imposed and overall I am very pleased with how it turned out.

v1.1[image loading]

+ Show Spoiler [Angled Image] +

[image loading]


Features

Edge of Oblivion has a very experimental concept for a 2-spawn SC2 map. The concept stemmed from the idea that I wanted a map with both a backdoor and numerous ways to split the map and I feel that I've executed that well here. (I had help <3 ESV).

The main base features a back doors The main base has a lowground path under the natural expansion that leads up to a to another base and the path below the natural expansion can be used to harass the natural with vision of the high ground above.

Combine those features with the expansion layout and you have the ability to play the map many different ways. Choose to do standard 2 base timings and use the backdoors offensively to deal damage, play a standard macro game and defend the backdoors, wall your natural expansion in and break the rocks to take the expansion there as your third and be that much closer to your opponent, the list goes on and on. I'm very excited to see what players who are far more talented than myself can come up with on this map.

Info

Number of Players: 2
Map Size: 134x124
Tileset: Ulaan, Zhakul'Das, Ulnar
Main to Main: 40 (ingame seconds)
Nat to Nat: 31 (ingame seconds)
Number of Expansions: 12 Blue (All with full minerals and gas as outlined by TL Map Contest)
Number of Xel'Naga Towers: 2
Published as: ESV Edge of Oblivion

Changelog

v1.1
-Main base moved to high ground (PvP, pylon abuse, etc)
-Gold expansions removed
-Natural expansion backdoor removed
-8min/2gas expansion added near natural expansion

+ Show Spoiler [v1.1 Changes diagram] +

[image loading]


+ Show Spoiler [Edge of Oblivion v1.0] +

[image loading]
Click to enlarge

Click to see angled view


Aesthetics & Details

My favorite part! Check out these screenshots from the map! (Image Heavy). The aesthetic concept for this map came directly from Neo Enigma as well as the map's name "Edge of Oblivion". When I decided upon that name, I also decided that I wanted a map that looked like Neo Enigma or Xel'Naga Caverns but at the void of space.

+ Show Spoiler [Aesthetics & Details] +

[image loading]
Blue side

[image loading]
Southern third expansion fountain

[image loading]
Main base

[image loading]
You sunk my Protoss Carrier!

[image loading]
Path behind the gold expansion

[image loading]
Burning Xel'Naga Tower >: D

[image loading]
Middle of the map with Artosis bot on the left, Tasteless bot on the right and ESV Spaceshark(tm) reporting live from the action below

[image loading]
Waterfalls in space?! UNPOSSIBLE

[image loading]
Red side



+ Show Spoiler [Progress Pics] +


Sketches (Original Sketch is on the right)
+ Show Spoiler [Sketches] +
[image loading]


First Attempt in editor (ugh, can you say rusty?
+ Show Spoiler [First Attempt] +
[image loading]


~5th attempt (Many slight alterations were made to this design before it got this far
+ Show Spoiler [5th attempt] +
[image loading]


~10th attempt (again, many alterations made before it got this far)
+ Show Spoiler [10th attempt] +
[image loading]


11th attempt (some more alterations, more coherent, zeroing in on a good design
+ Show Spoiler [11th attempt] +
[image loading]


12th attempt (rocks, paths, expanding on the design)
+ Show Spoiler [12 attempt] +
[image loading]


13th attempt (Adding in more suggestions/changes form the map team & base to test for blink stalkers getting over the gaps)
+ Show Spoiler [13th attempt] +
[image loading]


14th attempt (Monitor cracked the map open and made some changes, huge props to him for helping me out a ton)
+ Show Spoiler [14th attempt] +
[image loading]



Analyzer Images

+ Show Spoiler [Analyzer images] +

[image loading]

[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
darthcaesar
Profile Blog Joined June 2010
United States475 Posts
October 31 2011 04:24 GMT
#2
The back door into the gold is very interesting, curious to see what comes out of that ;D
He is wisest who knows he does not know. | (┛OДO)┛彡┻━┻
Versailles
Profile Blog Joined December 2010
Canada108 Posts
October 31 2011 04:26 GMT
#3
Let's be honest: it's no fire and ice map.

On a serious note, it looks great, prodiG. Can't wait to test it out.
phathom321
Profile Blog Joined March 2011
United States1730 Posts
October 31 2011 04:33 GMT
#4
Looks amazing @.@ Just out of curiosity, why did you remove the 5th base next to the gold?
"Dying in the line of duty is heroic, but dying while unemployed is just stupid." -L
Brettatron
Profile Joined March 2011
Canada159 Posts
October 31 2011 04:34 GMT
#5
Was excited to see the finished product ever since you posted that blog entry about it. Looks so good. Might just go test play it now!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 31 2011 04:34 GMT
#6
On October 31 2011 13:33 phathom321 wrote:
Looks amazing @.@ Just out of curiosity, why did you remove the 5th base next to the gold?

The map team and I talked about it and we decided it didn't flow right.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 31 2011 04:44 GMT
#7
The way the alternate map splits is incentivized with the gold (and I mean specifically the proportions and distance to the gold), very well done! Thoroughly pleased with prodig's first map since going dark. =)
Comprehensive strategic intention: DNE
Hawker
Profile Blog Joined August 2010
United States35 Posts
October 31 2011 04:46 GMT
#8
I like it. It has character.
I must've hit it pretty close to the mark to get her all riled up like that, huh kid? - Han Solo
StereoDVT
Profile Joined July 2011
United States30 Posts
October 31 2011 04:46 GMT
#9
I haven't seen the other entries, but I've been really liking this map since you first posted about it. Really hoping this wins, it looks sick and having an ESV map considered for the official ladder map pool would be nerd chill material.

Already played on the unfinished version of the map, can't wait to try it out now that it's done.
ESV TV Graphics | @StereoDVT | http://stereodvt.blogspot.com/
Haydin
Profile Joined December 2010
United States1481 Posts
October 31 2011 04:53 GMT
#10
Really like it. Can't wait to see some high level games played on it!
aka ilovesharkpeople
Downside
Profile Joined February 2011
173 Posts
October 31 2011 05:08 GMT
#11
This is what I see as a diamond level protoss player.

Looks like a lot a room for protoss abuse. Particularly the backdoor pathway from the gold. Looks like you could put a pylon up top hugging the rocks and then warp down onto the backdoor lane allowing you to attack from a position unavailable to other races in the early game. Also 3 bases all very close in proximity, with the added benefit of the nat being on highground that you can FFE on. Collosus would seem to dominate on this map as well. With so many cliffs around the first 3 bases protoss would seem to have a very easy time holding most all-ins. There are also a great deal of chokes making forcefields very strong both offensively and defensively.

Aside from that I see positioning tanks along the backdoor path to the gold to deny the nat as a real annoying thing terran could abuse.

I don't play zerg, but this map looks like a zergs nightmare. I don't mean to trash on the map, cause I think it's aesthetic looks awesome, and I'm just a diamond player, my understanding of how the map would work might not be that great.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-10-31 05:17:52
October 31 2011 05:16 GMT
#12
On October 31 2011 14:08 Downside wrote:
This is what I see as a diamond level protoss player.

Looks like a lot a room for protoss abuse. Particularly the backdoor pathway from the gold. Looks like you could put a pylon up top hugging the rocks and then warp down onto the backdoor lane allowing you to attack from a position unavailable to other races in the early game. Also 3 bases all very close in proximity, with the added benefit of the nat being on highground that you can FFE on. Collosus would seem to dominate on this map as well. With so many cliffs around the first 3 bases protoss would seem to have a very easy time holding most all-ins. There are also a great deal of chokes making forcefields very strong both offensively and defensively.

Not my first rodeo. Fixed the pylon warpin well before the map was even in beta. The majority of the cliffs aren't pathable so Colossus don't have much to abuse.

Aside from that I see positioning tanks along the backdoor path to the gold to deny the nat as a real annoying thing terran could abuse.
This is intended. If you let a terran player drop a pile of tanks in your backdoor are you actually going to blame the map?

I don't play zerg, but this map looks like a zergs nightmare. I don't mean to trash on the map, cause I think it's aesthetic looks awesome, and I'm just a diamond player, my understanding of how the map would work might not be that great.


Give the map a few tries and tell me what you think ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Oldboysctv
Profile Joined August 2010
Canada58 Posts
Last Edited: 2011-10-31 05:28:12
October 31 2011 05:27 GMT
#13
what about pvp? since the main to natural doesnt have a ramp doesnt that mean that 4 gate will be dominate for that match up since it relies heavily on there being a ramp for ff's and vision?

great map, really creative i love the back door, and great all around expansions. zerg could take a quick third too and defend it against a protoss going ffe.

good size ramps and not out of the way so if zerg wants to flank they are able to do so in a decent amount of time, many different paths which is nice to see, good use of rocks also.

i would actually love to play on this map.
There will always be better and worse players then yourself
KevinIX
Profile Joined October 2009
United States2472 Posts
October 31 2011 05:32 GMT
#14
Wow. As always a beautiful map by prodiG.
Liquid FIGHTING!!!
Imb
Profile Joined April 2011
Denmark57 Posts
October 31 2011 05:33 GMT
#15
Looks great! Would love some pro matches on this map! :DD
Deshkar
Profile Joined June 2011
Singapore1244 Posts
October 31 2011 05:42 GMT
#16
This looks like a really great map!
McKTenor13
Profile Blog Joined November 2010
United States1383 Posts
October 31 2011 05:48 GMT
#17
This looks like a really cool map. I'm afraid it may be a little terran favored with all the cliffs and high-ground, but I'd have to see actual matches on it to really tell. Good to see new maps coming out!
If you can chill. chill. - Liquid'Tyler
ePLocust
Profile Blog Joined November 2010
United States587 Posts
October 31 2011 05:58 GMT
#18
On October 31 2011 14:08 Downside wrote:
This is what I see as a diamond level protoss player.

Looks like a lot a room for protoss abuse. Particularly the backdoor pathway from the gold. Looks like you could put a pylon up top hugging the rocks and then warp down onto the backdoor lane allowing you to attack from a position unavailable to other races in the early game. Also 3 bases all very close in proximity, with the added benefit of the nat being on highground that you can FFE on. Collosus would seem to dominate on this map as well. With so many cliffs around the first 3 bases protoss would seem to have a very easy time holding most all-ins. There are also a great deal of chokes making forcefields very strong both offensively and defensively.

Aside from that I see positioning tanks along the backdoor path to the gold to deny the nat as a real annoying thing terran could abuse.

I don't play zerg, but this map looks like a zergs nightmare. I don't mean to trash on the map, cause I think it's aesthetic looks awesome, and I'm just a diamond player, my understanding of how the map would work might not be that great.


Well as a diamond level protoss as well as Zerg player i actually think the opposite.

The additional pathways mean if a Zerg does an early pool there are more than enough pathways for them to attack through (after breaking the appropriate rocks of course). I am personally of the opinion that I would not recommend FFE on this map and as a zerg if i saw someone go for it those rocks by the gold would be a main focus of my early lings cause if he's unprepared for attack from that lane well.... gg. Also, if a Protoss neglects to kill a drone that slips down into that pathway... they may get surprised with a proxy hatch.

From my point of view I would think that it would favor Zerg slightly but of course I'll have to play it first to be sure .
Joeydixie
Profile Joined August 2011
Canada3 Posts
October 31 2011 06:55 GMT
#19
I think the map looks great and the back door gold is an interesting idea but I can't see this being balanced for zerg due to the lack of mobility and ability to get a surround.
Get Money Get Paid
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
October 31 2011 07:34 GMT
#20
I love it! Looks like it has potential to either already be well balanced, or at least be balanced after a few iterations.
http://grooveshark.com/#/deltrus/music
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
China6328 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
Xelnas
Profile Joined May 2011
Canada65 Posts
October 31 2011 13:45 GMT
#41
Looks fantastic looks like a solid 2 player map with good paths and rocks used the way rocks SHOULD be used.
Random versus x, best strat in bronze
SolidMustard
Profile Joined May 2011
France1515 Posts
October 31 2011 13:47 GMT
#42
Wow it looks really cool. Just one question : why the gold ? doesn't look especially hard to defend...
SpaceYeti
Profile Joined June 2010
United States723 Posts
October 31 2011 13:59 GMT
#43
Fantastic, as always. Damn you, prodiG, for being so good at map-making! It both inspires me to make try harder while simultaneously killing my dreams of having my maps actually played on at the same time. How am I supposed to compete with this?

Srsly, amazing map. I love the large number of paths between bases, and I love the protected backdoor hallway into the main. This is a very fun map to play on as a Zerg. I'm definitely going to add this to the map pool of the next tournament we host.
Behavior is a function of its consequences.
Adhuan
Profile Joined March 2011
Spain36 Posts
October 31 2011 14:06 GMT
#44
Jesus, beautiful map! But I dont like any map with gold bases T_T
Archvil3
Profile Joined September 2010
Denmark989 Posts
October 31 2011 14:20 GMT
#45
I should add "by prodiG" to the title of my map threads as well. Instant 3 pages of replies!
Let thy speech be better than silence, or be silent.
Damwing
Profile Joined May 2011
Switzerland19 Posts
October 31 2011 14:26 GMT
#46
I really like this map but pvp would be a 4gate feast
Antares777
Profile Joined June 2010
United States1971 Posts
October 31 2011 14:36 GMT
#47
This is a very cool map. You can divide the map pretty much anyway you chose, there are lots of different pathways, and you have a cool, new backdoor expansion. I can't say much about that, but it looks cool.
careohx
Profile Joined June 2011
263 Posts
October 31 2011 15:37 GMT
#48
awesome map , love it
OximoronSC
Profile Joined September 2011
1 Post
October 31 2011 16:42 GMT
#49
MOAR ROCKS
Skaya
Profile Joined August 2010
United States126 Posts
October 31 2011 16:46 GMT
#50
man, i can't wait to see the zany games this map produces.

keep it up guy
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-10-31 16:55:18
October 31 2011 16:53 GMT
#51
On October 31 2011 19:41 Ragoo wrote:
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.

I'm concerned about the gold too. After testing if it looks like I need to change it to a normal expansion or add more rocks or something to it then I will but for now I'm going to stick to a more experimental design :>

As for the map analyzer... Bleh, haven't touched it in so long :< Maybe~
On October 31 2011 23:20 Archvil3 wrote:
I should add "by prodiG" to the title of my map threads as well. Instant 3 pages of replies!

hahahahaha! :3


Thanks for the feedback everyone. Every map I've ever made where people complain about Zerg having a hard time seems to turn out to be Zerg favored, so I'm glad to see that this map is getting an extra helping of that (and if it turns out Zerg gets rolled ez on here I've got changes in mind already)
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
Last Edited: 2011-10-31 17:20:13
October 31 2011 17:17 GMT
#52
On November 01 2011 01:53 prodiG wrote:+ Show Spoiler +

On October 31 2011 19:41 Ragoo wrote:
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.

I'm concerned about the gold too. After testing if it looks like I need to change it to a normal expansion or add more rocks or something to it then I will but for now I'm going to stick to a more experimental design :>
+ Show Spoiler +

As for the map analyzer... Bleh, haven't touched it in so long :< Maybe~
On October 31 2011 23:20 Archvil3 wrote:
I should add "by prodiG" to the title of my map threads as well. Instant 3 pages of replies!

hahahahaha! :3


Thanks for the feedback everyone. Every map I've ever made where people complain about Zerg having a hard time seems to turn out to be Zerg favored, so I'm glad to see that this map is getting an extra helping of that (and if it turns out Zerg gets rolled ez on here I've got changes in mind already)


I feel like having a regular base so far off really does not pay off. When you compare how few space you have to control to get three base mining (and also four), the gold position would not be used by opening the backdoor that much. this would make it less of an option really. you then have a regular base as fifth and you only expand counterclockwise in most games.

so it is not that much about having an option and you would have even fewer chances to different map split scenarios, which is a pitty cause the central ridge is great imo.

rest is so so in my opinion. flat choke is questionable. and as i said there is very few stuff to control to have three bases (with the only downside the flat choke)

doddading is a bit random and textures seem a bit rushed tbh.some spots were forgotten here and there where the tiles and the obsidian like stiff is. then the selection of textureswhere and how you applied them looks almost work in progress. would have expected more here from such an experienced and well known mapper


Chemzoar
Profile Joined March 2011
United States14 Posts
October 31 2011 17:22 GMT
#53
Just looking at this map gets me all excited. It seems like it's impossible to shut down attacks simply by holding the middle. There's too many other paths around the edges to sneak on through. It almost seems like having a "death ball" could really hurt you in this map...
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 31 2011 17:28 GMT
#54
On November 01 2011 02:17 Samro225am wrote:
Show nested quote +
On November 01 2011 01:53 prodiG wrote:+ Show Spoiler +

On October 31 2011 19:41 Ragoo wrote:
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.

I'm concerned about the gold too. After testing if it looks like I need to change it to a normal expansion or add more rocks or something to it then I will but for now I'm going to stick to a more experimental design :>
+ Show Spoiler +

As for the map analyzer... Bleh, haven't touched it in so long :< Maybe~
On October 31 2011 23:20 Archvil3 wrote:
I should add "by prodiG" to the title of my map threads as well. Instant 3 pages of replies!

hahahahaha! :3


Thanks for the feedback everyone. Every map I've ever made where people complain about Zerg having a hard time seems to turn out to be Zerg favored, so I'm glad to see that this map is getting an extra helping of that (and if it turns out Zerg gets rolled ez on here I've got changes in mind already)


I feel like having a regular base so far off really does not pay off. When you compare how few space you have to control to get three base mining (and also four), the gold position would not be used by opening the backdoor that much. this would make it less of an option really. you then have a regular base as fifth and you only expand counterclockwise in most games.

so it is not that much about having an option and you would have even fewer chances to different map split scenarios, which is a pitty cause the central ridge is great imo.

rest is so so in my opinion. flat choke is questionable. and as i said there is very few stuff to control to have three bases (with the only downside the flat choke)

doddading is a bit random and textures seem a bit rushed tbh.some spots were forgotten here and there where the tiles and the obsidian like stiff is. then the selection of textureswhere and how you applied them looks almost work in progress. would have expected more here from such an experienced and well known mapper




I kept the doodading and texturing to a minimum for the TL map contest. I could have done more with it all but I decided against it in favor of things like performance and Blizzard potentially redoing the doodads and textures if they choose the map for ladder.

I'm considering making the main high ground but the problem with that is it'll make everything look a little silly (need double ramps to link the backdoor to the main and a small camera buffer between main & lowground third) amongst many other things based on feedback 8)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ninety-Three
Profile Joined November 2010
United States68 Posts
October 31 2011 17:31 GMT
#55
This map is gorgeous! I'd love to see how it plays out. Good luck to you!
whoopingchow
Profile Joined June 2011
United States293 Posts
October 31 2011 17:36 GMT
#56
This looks awesome. Even after just a cursory glance, I love how you gave a backdoor to the main through the gold. This looks like it'd promote really aggressive play with that incredibly difficult to hold 3rd base. The only criticism I'd have is the backdoor rocks to the nat and the placement of the high ground by the 4th base (looks like with proper positioning, it'd be possibly to completely deny reinforcements there and is also virtually unassailable). On the whole though, this maps looks really balanced and awesome, and I can't wait to see some high level plays on this!
Laids
Profile Joined January 2011
United Kingdom596 Posts
October 31 2011 18:30 GMT
#57
The backdoor from the gold is kinda like the backdoor on the old Shakuras, not sure if it's a good idea considering what Terran could do with it on Shakuras :<.

I'm no map expert though, so perhaps it's okay.
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2011-10-31 18:51:07
October 31 2011 18:50 GMT
#58
Can't terran just easily defend the third by having siege tanks in their main? The natural also seems quite easily defended by siege tanks.

Overall, the map seems quite Terran-favored, which is the opposite of what you want with the current state of the game.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 31 2011 19:01 GMT
#59
On November 01 2011 03:50 Paladia wrote:
Can't terran just easily defend the third by having siege tanks in their main? The natural also seems quite easily defended by siege tanks.

Overall, the map seems quite Terran-favored, which is the opposite of what you want with the current state of the game.

tanks would splash all of their own stuff, you would reach much farther than where the CC would be placed. lings in the mineral line for example would get hit by tanks and splash the scv's that the lings are attacking.

The idea here is that the lowground third expansion is easier to take than backdooring out to the gold and taking an expansion that would spread you that much more thinly. You can take the lowground third and if you're holding the xel'naga tower next to your gold expansion you will have a pretty easy time spotting huge incoming backdoor flanks
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
DerekJCEX
Profile Joined June 2009
United States64 Posts
October 31 2011 19:26 GMT
#60
This is one of the best maps I have seen in a long time. Well done
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-31 20:21:23
October 31 2011 20:19 GMT
#61
On October 31 2011 19:31 Zelniq wrote:
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.


Definitely agree counter-attacks could be good on this map but i don't like all the Chokes
This map Reminds me of the new GSL map! By JackyPrime so many Chokes and Ramps!!!!

JackyPrimes map has like a Billion Counter-Attack Paths though
Never GG MKP | IdrA
solistus
Profile Joined April 2010
United States172 Posts
October 31 2011 20:42 GMT
#62
This looks like a very interesting and dynamic map! I love the concept of multiple ways to split the map. Seems like a pretty fair map in terms of races and play styles, too; a short enough rush distance for various early pressure builds to work, an easily taken nat and a couple options for a quick third that rely on strong map control... I'm no expert theory crafter, but my untrained eyes like what they see. It's a very aesthetically pleasing map, too. Great job!
Units don't counter units. Strategies counter strategies.
FlaShFTW
Profile Blog Joined February 2010
United States10107 Posts
October 31 2011 20:48 GMT
#63
who's back? sexy's back (AKA ProdiG!!!)

interesting backdoor gold, and since the 4th is going to be so close to the gold, will be interesting to see what kind of battles materialize.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
LiamTheZerg
Profile Joined March 2011
United States523 Posts
October 31 2011 21:00 GMT
#64
Looks like a really nice map, though idk how i feel about the narrow high ground seperating it. Seems ridic easy for a Terran to set up a line of tanks on it ;\ but i do hope it gets a chance to be played a lot
Jjakji | Sage | Seal | Shuttle | DongRaeGu | oGsTheSTC | Bomber | Curious | Oz
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-11-01 06:32:09
November 01 2011 03:33 GMT
#65
Analyzer images:
[image loading]

[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
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 01 2011 10:41 GMT
#66
Fuck yeah prodiG you are the best! : )

And you love big mains, eh?^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Paladia
Profile Joined August 2003
802 Posts
November 01 2011 13:25 GMT
#67
On November 01 2011 04:01 prodiG wrote:
Show nested quote +
On November 01 2011 03:50 Paladia wrote:
Can't terran just easily defend the third by having siege tanks in their main? The natural also seems quite easily defended by siege tanks.

Overall, the map seems quite Terran-favored, which is the opposite of what you want with the current state of the game.

tanks would splash all of their own stuff, you would reach much farther than where the CC would be placed. lings in the mineral line for example would get hit by tanks and splash the scv's that the lings are attacking.

The idea here is that the lowground third expansion is easier to take than backdooring out to the gold and taking an expansion that would spread you that much more thinly. You can take the lowground third and if you're holding the xel'naga tower next to your gold expansion you will have a pretty easy time spotting huge incoming backdoor flanks

Well, that siege tanks can splash their own stuff while defending an expansion is in my opinion a mute point as that can always happen regardless of placement. What is notable is that the siege tanks can defend it while not being attacked themselves. As you can lift off the expansion, it makes it almost unkillable for Zerg and Protoss unless they want to stand and attack it whilst being in siege fire.

This could be solved by placing some empty space behind the third that siege tanks cannot be placed upon, such as on Crevasse.

I may of course be wrong and the map is completely balanced but on first sight it does look favorable for Terran.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 01 2011 17:39 GMT
#68
On November 01 2011 19:41 Ragoo wrote:
Fuck yeah prodiG you are the best! : )

And you love big mains, eh?^^

Yes. I've never felt that the standard main size was quite big enough and it's definitely something that we've talked about internally a lot. A main the size of the mains on Tal'Darim Altar should be the absolute bare minimum imo
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
Last Edited: 2011-11-01 18:10:05
November 01 2011 18:09 GMT
#69
I don't like it, I would never feel totally safe unless I had both XWTs and there are periods of time where you simply don't have that. I understand that you didn't want to go with standard, albeit pretty map, but if I had to choose between Daybreak and this, Daybreak would win every single time, or any current GSL/MLG map
I will never ever play Mech against Protoss. - MVP
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-11-01 22:19:05
November 01 2011 21:50 GMT
#70
--- Nuked ---
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 01 2011 22:40 GMT
#71
thx for the writeup Barrin, pleasure to read as always ^_^

As far as map control is concerned, I wanted it to be hard to lock down your entire side of the map really easily. As usual I'll be sure to keep your concerns in mind as the general openness of the map seems to be a concern of a lot of people.

Let's start a bit of a discussion then. If you were to open certain areas of the map up a bit more, where would they be?
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
November 01 2011 22:47 GMT
#72
The chokes into the gold expansion could be made larger, as well as the chokes into the 11 o'clock and 5 o'clock expansions. Just a little bit, like one ramp size larger. Those areas seem to stick out the most to me though.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-11-01 22:50:54
November 01 2011 22:49 GMT
#73
--- Nuked ---
Ulfsark
Profile Blog Joined September 2010
United States958 Posts
November 01 2011 23:11 GMT
#74
You have good taste in music sir, great taste in maps as well. I love the atmosphere that your maps have.
gg wp
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 02 2011 20:24 GMT
#75
On November 02 2011 07:49 Barrin wrote:
Ya sorry I meant to add that the lack of ways to attain/assert map control is probably part of this map's concept and is therefore plenty good. Especially because you meant to do it

I suppose I meant more for people to see it and that you usually shouldn't do it. But on this map is fine.

Yeah. One of the core ideas of the map is that you should constantly be under pressure to attack and/or defend and there should rarely be a dull moment.

On November 02 2011 08:11 Ulfsark wrote:
You have good taste in music sir, great taste in maps as well. I love the atmosphere that your maps have.

If you think I have good taste in music you must as well glad you like it!
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: 2012-01-05 02:03:25
January 05 2012 01:54 GMT
#76
Edge of Oblivion 1.1


[image loading]

+ Show Spoiler [Angled Image] +

[image loading]


Changelog
v1.1
-Main base moved to high ground (PvP, pylon abuse, etc)
-Gold expansions removed
-Natural expansion backdoor removed
-8min/2gas expansion added near natural expansion

+ Show Spoiler [v1.1 Changes diagram] +

[image loading]


EDIT: Reddit thread, please upboats <3
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 05 2012 02:03 GMT
#77
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.
all's fair in love and melodies
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-01-05 02:12:29
January 05 2012 02:06 GMT
#78
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.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
NinjaBeast
Profile Joined July 2011
United States18 Posts
January 05 2012 02:42 GMT
#79
To me it seems like Siege tanks and Pylons will be very powerful harassment tools. You can build a pylon above the destructible rocks on the west or east side and do a warp in and walk directly into the main. With tanks and medivac support you could besiege the natural from the low ground VERY EASILY. Otherwise, I like the high number of expansions and all of the odd attack routes.
OH MY GOD FREE TV -Sam M
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 05 2012 02:51 GMT
#80
On January 05 2012 11:42 NinjaBeast wrote:
To me it seems like Siege tanks and Pylons will be very powerful harassment tools. You can build a pylon above the destructible rocks on the west or east side and do a warp in and walk directly into the main. With tanks and medivac support you could besiege the natural from the low ground VERY EASILY. Otherwise, I like the high number of expansions and all of the odd attack routes.

You can't warp in over the rocks like that (I think I posted a screenshot of exactly why elsewhere). The tank and medivac combo you describe is one of many ways the natural expansion can be harassed should your backdoor be taken like that.

Before a flock of nerds comes out of nowhere and scream imba because we've seen this on Lost Temple, I've seen things like this work in the past. (2) Leviathan by Boomstevo is a perfect example of how you can harass the natural but it can still be countered easily.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
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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