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[M] (2) ESV Clearwater - Page 2

Forum Index > SC2 Maps & Custom Games
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The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 01 2012 18:44 GMT
#21
Dang it IronMan, stop making so many good maps! I can't wrap my head around all of them and their awesomeness! :p
Seriously though, the mains need changing to make terran simcity less awkward and make them in place aesthetically.
Once you do that you have something here...
Moderatorshe/her
TL+ Member
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-01-01 20:03:30
January 01 2012 19:57 GMT
#22
Thanks for all the feedback!

I am considering the following changes:

1) Re-positioning the main base minerals into the corners

2) Adding possible island expansions (blocked by a creep tumor). The only problem with this is the map borders have to be extended for this to work which means there will be additional airspace near the mains. I think it's workable though.

3) Updating a few aesthetics, such as vines and working on dirt/sand/grass blending near the beaches
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 01 2012 20:01 GMT
#23
On January 01 2012 11:18 Vindicare605 wrote:

The problem I discovered while playing it is that all of the attack paths are very very narrow. There are very few places on the map where its possible to have a battle where one choke or another is not in play. This makes Siege Tanks, and Forcefields exceptionally powerful on this map in a way very similar to Crossfire in the GSL. I didn't play a TvT on it yet but I'd imagine any of the complaints I had with the chokepoints would be greatly magnified if I did.


I think all the shoreline bases and everything around the center is quite open, especially if you break down the rocks. Those rocks are only there to utilize defensive capabilities if you want to take the half-base in the center, or you can break them down to create a more open battlefield.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
January 01 2012 21:13 GMT
#24
I think island expansions are making a comeback. I approve of this.

The other thing I was thinking would be possible with the map to add more bases, would involve stretching the base wider. I was thinking if you added bases you would have to stretch the map out (which would also move the central expansions further apart and away from the center, which I think is a good idea,) but I was thinking the rush distance would be too great. Then it dawned on me, that one half of the map could actually be flipped vertically to make the unblocked natural ramps closer to each other. Because the map is drawn is such symmetrical way (reminds be of that new map, Chain Reaction, in BW,) it wouldn't really effect very much of it. Just a thought, it might be kind of drastic. Although I think you should go with the islands, so I can shamelessly steal this layout, stretched and flipped and with a new center design. If you don't mind. If I wait a few months I can pull it off as "inspired by" maybe.
all's fair in love and melodies
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
Last Edited: 2012-01-01 22:01:41
January 01 2012 21:53 GMT
#25
The natural lay out looks very, very bad as a zerg - but I'm not sure.
How easy is it to just walk around a hatch (if there is one) and go up the main ramp?

I would also make the road (as the attacker) between the rocks and the ramp to the natural a (little) bit longer, to really avoid blistering sands syndrome.
I love.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-02 01:03:50
January 02 2012 00:56 GMT
#26
On January 02 2012 03:01 XenoX101 wrote:
Show nested quote +
On January 01 2012 14:50 WniO wrote:
too few bases to be a serious map, but it certaintly looks fun, and in my books thats all that matters. nice dirt/jungle work too.


Not true at all, this map has 10 bases. Dual Sight, Crossfire and Shattered all have 10 bases as well. Bel'Shir Beach, Metalopolis & Daybreak have 12 just 2 more than this map.


I agree that there are too few bases. Where 10 bases is enough for many maps, 2 of those bases are half bases and are in the middle. Thus, there are only 8 full bases. Sure those half bases will be used by toss and terran, but what about zerg? Middle map expansions that are close to their main and only half bases don't seem too attractive. Sure it's a rich gas, but I'd say most zerg players would rather have a full base that's further away from the main. Can still be in the middle, just needs to be further away. Keep in mind, late game zerg can easily get to 5 or 6 bases, so I'm beginning to think that this map hurts late game zerg, though I'm not entirely sure. Would have to see how zerg players play this map.

Aside that, the only other thing I don't like about this map is the backdoor into the natural. If zerg breaks the toss's rocks in a pvz, I doubt the protoss will be able to take and hold their 3rd just due to the distances they would have to cover to defend their natural, 3rd, and even main.

Though I must say, this map does look quite gorgeous and has a very interesting layout, and I think I would enjoy watching games on this map. Nice work Ironman
Former ESV Mapmaker | @Timetwister22
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 02 2012 20:21 GMT
#27
Clearwater is now published to 0.2 on NA!

• A change log has been added to the OP with the changes for 0.2

• All overview, analyzer, and eye candy pictures are up to date and provide newer scenery

SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
hoby2000
Profile Blog Joined April 2010
United States918 Posts
January 02 2012 21:05 GMT
#28
IronMan, you are an amazing map maker. As such, I have a question about ramps leading from the main to the natural. On this map I see that your map doesn't really face the natural like most people's maps (i.e. non-blizzard map makers) I see. I'm wondering what your reason is, because most of the time I thought the ramp faced the natural to be able to block off easier, and make it easier for one to defend their natural.

Some possible reasons I've thought of are that because the natural is elevated, the defending player can just defend the ramp leading from the middle to the natural. No early game attack is going to break down the rocks in time to be able to flank, so defending your natural is relatively easily, and scales with difficulty as you get a bigger army (i.e. the rocks).

I'm not really a map maker, and just a platinum player, but I was curious what the answer was. Anyway, your map is pretty good. I'm going to try to convince my friends to play a few games on it tonight. Strong work!
A lesson without pain is meaningless for nothing can be gained without giving something in return.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 02 2012 22:18 GMT
#29
On January 03 2012 06:05 hoby2000 wrote:
IronMan, you are an amazing map maker. As such, I have a question about ramps leading from the main to the natural. On this map I see that your map doesn't really face the natural like most people's maps (i.e. non-blizzard map makers) I see. I'm wondering what your reason is, because most of the time I thought the ramp faced the natural to be able to block off easier, and make it easier for one to defend their natural.

Some possible reasons I've thought of are that because the natural is elevated, the defending player can just defend the ramp leading from the middle to the natural. No early game attack is going to break down the rocks in time to be able to flank, so defending your natural is relatively easily, and scales with difficulty as you get a bigger army (i.e. the rocks).

I'm not really a map maker, and just a platinum player, but I was curious what the answer was. Anyway, your map is pretty good. I'm going to try to convince my friends to play a few games on it tonight. Strong work!



There are several maps where the main ramp is not technically facing toward the natural base minerals. In this case, the choke into the natural is where it lies. It is the same as Shakuras Plateau - easily wallable. This natural base setup is next to what most people consider "standard" (or, ramp facing the natural). My reasoning for doing so was nothing big, but just to be creative and promote different play styles.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Clank
Profile Joined April 2011
United States548 Posts
January 02 2012 23:10 GMT
#30
Im just a spectator so I can't comment on balance, but I really like it. I love the combination of the beach outer area and the forest center, although the beach does seem to end a bit abruptly. Also the rock usage is very cool and I especially like the way you used them in the center. I wish more tournament maps had some of these more creative features. Not that big of a deal, but could you keep the old versions in a spoiler tag? I sorta like seeing what the earlier posts were referring to, and also how the map changes.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 02 2012 23:33 GMT
#31
On January 03 2012 08:10 Clank wrote:
could you keep the old versions in a spoiler tag? I sorta like seeing what the earlier posts were referring to, and also how the map changes.


Ask and you shall receive!

The spoiler for each version is under the current overview screenshots. Everytime I update the map, I will take a new overview to put at the top, while the previous will go in the spoiler, showing the progress.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 03 2012 01:59 GMT
#32
You love your beach maps. :D

I like it that you can completely wall off the natural, then break down the rocks to take your 3rd. I'd like to see some games played on it though because I feel if you wall off the natural and the enemy goes to break down the rocks early you might be screwed since that'd open up a huuuge choke.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-01-03 18:14:48
January 03 2012 17:59 GMT
#33
On January 03 2012 10:59 SidianTheBard wrote:
You love your beach maps. :D

I like it that you can completely wall off the natural, then break down the rocks to take your 3rd. I'd like to see some games played on it though because I feel if you wall off the natural and the enemy goes to break down the rocks early you might be screwed since that'd open up a huuuge choke.


I kinda want to create another beach map ^^ It's beach syndrome.

The natural is very unique I think, and it's been played several ways in the 15ish games I've hosted on it, but everybody likes it so far and I've received no major balance suggestions! This may be the rare map that is quite balanced off the start ^^

EDIT: Going on battle.net for NA to test some games! IronMan.714
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
January 03 2012 19:10 GMT
#34
That looks fantastic, you can see the flow of the map just by looking at it. The overgrowing you did makes it all look natural, in addition. Especially the main bases. Nice work.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 03 2012 19:37 GMT
#35
change the cliffs in the water so they dont just drop off, it looks awkward, have it gradually go away, like a sand beach.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 03 2012 19:50 GMT
#36
On January 04 2012 04:37 WniO wrote:
change the cliffs in the water so they dont just drop off, it looks awkward, have it gradually go away, like a sand beach.


It was previously like this. I've gotten too many suggested comments to make it a cliff.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
The Final Boss
Profile Joined February 2011
United States1839 Posts
January 03 2012 20:52 GMT
#37
I love all the ESV maps. I'll definitely try this the next time I'm playing customs! Keep up the great work! ^^
iPBioAndMech
Profile Joined October 2011
Korea (South)12 Posts
January 03 2012 22:41 GMT
#38
I've always love your work ironman. Very nice map.
Proud member of team Illusion.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 04 2012 00:17 GMT
#39
On January 02 2012 02:13 monitor wrote:
Awesome. I really like the creativity in it. I think that it could really benefit from adding islands in the dead space (either top right/bottom left corners or in the top/bottom middle) so that you have another expanding option past 4 or 5 bases.


I agree, islands would be cool on this map. Give expanding options and make a base with specific vulnerability. Just make sure to balance it correctly (meaning blink range and block it correctly).

Cool aesthetics
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 04 2012 18:45 GMT
#40
Map updated to 0.3. Changelog is in the OP, and overviews updated.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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