• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:56
CEST 19:56
KST 02:56
  • 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
Classic Games #3: Rogue vs Serral at BlizzCon1[ASL20] Ro16 Preview Pt1: Ascent9Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues22LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris76
StarCraft 2
General
[G] How to watch Korean progamer Streams. #1: Maru - Greatest Players of All Time Classic Games #3: Rogue vs Serral at BlizzCon Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues
Tourneys
LiuLi Cup - September 2025 Tournaments Maestros of The Game—$20k event w/ live finals in Paris WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
The Korean Terminology Thread Recommended FPV games (post-KeSPA) [ASL20] Ro16 Preview Pt1: Ascent FlaSh on ACS Winners being in ASL ASL20 General Discussion
Tourneys
[ASL20] Ro16 Group B [ASL20] Ro16 Group A Is there English video for group selection for ASL BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Iron Harvest: 1920+ Nintendo Switch Thread Stormgate/Frost Giant Megathread Diablo IV S10 Infernal Tides Guide
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1537 users

[M] (2) ESV Clearwater - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 04 2012 22:31 GMT
#41
What prompted those changes in 0.3?

You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.

The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\
Comprehensive strategic intention: DNE
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 04 2012 22:42 GMT
#42
On January 05 2012 07:31 EatThePath wrote:
What prompted those changes in 0.3?

You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.

The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\


I've had over a dozen games played yesterday with a few grandmasters, LiquidRet, a wannabe oGsMC, and a few masters. Most of the observers were platinum+. They all concluded that the center rocks were unique, but worthless after the early game. At first I was suggested to raise the HP by one player, but the rest said it was not a good idea and that I should just put a small, permanent doodad there instead. I have to take their word for it.

The back door to the natural needed to be shortened, as indicated by all these players, because for a terran or protoss to fast expand, those rocks can post a threat (moreover, the width of the ramp). I needed to give defenders more confidence of securing that back door.

SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 05 2012 01:30 GMT
#43
On January 05 2012 07:42 IronManSC wrote:
Show nested quote +
On January 05 2012 07:31 EatThePath wrote:
What prompted those changes in 0.3?

You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.

The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\


I've had over a dozen games played yesterday with a few grandmasters, LiquidRet, a wannabe oGsMC, and a few masters. Most of the observers were platinum+. They all concluded that the center rocks were unique, but worthless after the early game. At first I was suggested to raise the HP by one player, but the rest said it was not a good idea and that I should just put a small, permanent doodad there instead. I have to take their word for it.

The back door to the natural needed to be shortened, as indicated by all these players, because for a terran or protoss to fast expand, those rocks can post a threat (moreover, the width of the ramp). I needed to give defenders more confidence of securing that back door.



That's fair, I don't think you lose that much in the changes so I won't dig my heels in about it. Just wanted to share my personal thoughts from about as many games.

Btw I have really been enjoying the use of the beach lanes on the outside edges. It's so open and removed from the rest of the map, makes for really interesting scout/proxy pylons to watch drops and stage harass zealots, different than anything I've played on before in a subtle way. Also provides a really nice escape route for blink stalkers from the tower ridge.
Comprehensive strategic intention: DNE
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 05 2012 07:13 GMT
#44
On January 04 2012 04:50 IronManSC wrote:
Show nested quote +
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.

well make the boundaries obvious without the cliff... idk rocks or stark color contrast.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 05 2012 07:40 GMT
#45
On January 05 2012 16:13 WniO wrote:
Show nested quote +
On January 04 2012 04:50 IronManSC wrote:
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.

well make the boundaries obvious without the cliff... idk rocks or stark color contrast.


You might be able to use fog with a sharp cutoff setting and very thick density.
Comprehensive strategic intention: DNE
farside604
Profile Blog Joined January 2012
Canada127 Posts
January 05 2012 09:45 GMT
#46
Very nice map, I always cheer whenever I see a map on Belshir as there are too few. I like the Zel Naga towers on the high ground thats gonna make for some interesting plays. I'd like to see maps where the natural is not given to the players and are instead "risky" to secure.
Tumor
Profile Joined July 2010
Austria192 Posts
January 05 2012 10:13 GMT
#47
Just impresive have to try it with friends
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 05 2012 16:48 GMT
#48
On January 05 2012 19:13 Tumor wrote:
Just impresive have to try it with friends


This is only on NA at the moment, seeing as you are EU
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37030 Posts
January 05 2012 18:38 GMT
#49
Holy crap...... I want to play on this so bad!!!

Another great map by ESV!
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 05 2012 23:05 GMT
#50
A replay section has been added to the OP above the changelog! There is only one so far, and it was a Master PvZ. A very epic battle! Download it and check it out More replays coming when I find good games!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 06 2012 00:18 GMT
#51
Played a game on it, and while I really like it overall, there are some misplaced cliff gap fillers, as in they haven't been adjusted and look wrong. I was in the southeast main, so that's where I saw them. They were sort of floating in between cliff levels. Get on it

I do like the feel of the natural specifically though. It's just cool. I did also spot how the a-move path goes through a mineral line, which should discourage a-moving in general on this map.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
FlaShFTW
Profile Blog Joined February 2010
United States10189 Posts
January 06 2012 02:29 GMT
#52
very good map! there's nothing wrong with it
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Chargelot
Profile Blog Joined December 2010
2275 Posts
January 06 2012 04:20 GMT
#53
Really enjoyed trying to mentally critique this map. Every time I find a problem I manage to counter it myself. I like the natural progression from easy to defend to game-making decision time when the rocks go down. Complicated thirds and difficult fourths further my interest in this map.

It seems as if faster strategies may shine on this map, but macro strategies based on zone-defense (with structures and quick units) could tear that to pieces if done appropriately.

ESV is lucky to have you Iron. If you need someone to publish it to EU let me know, I've still got spaces available (only hosting RetroSpork 4v4 by Namrufus at the moment).
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
NET
Profile Blog Joined February 2009
United States703 Posts
January 06 2012 05:25 GMT
#54
Pretty fun map. Overall nothing bad sticks out to me. I played on the version with random rocks put in place, was interesting because I was expecting a watch tower once I destroyed it and and nothing came out lol. I later realized it was to create a choke point which is pretty unique I think.

I love the locations of the three third expos though!
"Dark Templar are the saviors of the Protoss Race." -Artosis
coolcor
Profile Joined February 2011
520 Posts
January 06 2012 05:46 GMT
#55
On January 05 2012 07:42 IronManSC wrote:
Show nested quote +
On January 05 2012 07:31 EatThePath wrote:
What prompted those changes in 0.3?

You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.

The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\


I've had over a dozen games played yesterday with a few grandmasters, LiquidRet, a wannabe oGsMC, and a few masters. Most of the observers were platinum+. They all concluded that the center rocks were unique, but worthless after the early game. At first I was suggested to raise the HP by one player, but the rest said it was not a good idea and that I should just put a small, permanent doodad there instead. I have to take their word for it.

The back door to the natural needed to be shortened, as indicated by all these players, because for a terran or protoss to fast expand, those rocks can post a threat (moreover, the width of the ramp). I needed to give defenders more confidence of securing that back door.



What if you took that timer that made the xel'naga tower on GSL xel'naga fortress blow up after a certain time and gave it to the rocks/doodad so they would go away after they became worthless? Or is that even worse than changing the HP?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 06 2012 06:37 GMT
#56
On January 06 2012 13:20 Chargelot wrote:
ESV is lucky to have you Iron. If you need someone to publish it to EU let me know, I've still got spaces available (only hosting RetroSpork 4v4 by Namrufus at the moment).


This map can be maxed out on bases to the point where one player may start to take one of his opponent's expansions (see replay in OP). Not every map has to be 12+ bases, as 10 is ideal, and not every game has to be macro either - although 10 bases can turn into a macrofest.

The map was commented as "positional play" because of the watch towers and the backdoor rocks into the natural. It's unique I think, and your strategic success is dependent on your positioning rather than just grabbing 3+ bases.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 06 2012 06:37 GMT
#57
On January 06 2012 14:46 coolcor wrote:
Show nested quote +
On January 05 2012 07:42 IronManSC wrote:
On January 05 2012 07:31 EatThePath wrote:
What prompted those changes in 0.3?

You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.

The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\


I've had over a dozen games played yesterday with a few grandmasters, LiquidRet, a wannabe oGsMC, and a few masters. Most of the observers were platinum+. They all concluded that the center rocks were unique, but worthless after the early game. At first I was suggested to raise the HP by one player, but the rest said it was not a good idea and that I should just put a small, permanent doodad there instead. I have to take their word for it.

The back door to the natural needed to be shortened, as indicated by all these players, because for a terran or protoss to fast expand, those rocks can post a threat (moreover, the width of the ramp). I needed to give defenders more confidence of securing that back door.



What if you took that timer that made the xel'naga tower on GSL xel'naga fortress blow up after a certain time and gave it to the rocks/doodad so they would go away after they became worthless? Or is that even worse than changing the HP?


Xel'Naga Fortress doesn't use the self-destruct watch tower anymore because of balance-related problems, so it will remain as it is on clearwater.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 09 2012 21:54 GMT
#58
ESV Clearwater updated to 0.4. Minor bug fixes were addressed when bugs were found near the natural back doors during gameplay where units (stalkers in particular) would get stuck between doodads.

No major changes.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 23 2012 08:04 GMT
#59
ESV Clearwater has been added to Peepmode ^^
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
fenix404
Profile Joined May 2011
United States305 Posts
January 23 2012 08:19 GMT
#60
^^^ GENIUS
"think for yourself, question authority"
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
OSC
16:00
Mid Season Playoffs
Nice vs INexorable
sebesdes vs Iba
Nicoract vs TBD
NightMare vs TBD
SteadfastSC299
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 561
SteadfastSC 307
UpATreeSC 71
BRAT_OK 71
MindelVK 31
Codebar 21
JuggernautJason2
StarCraft: Brood War
Britney 50058
Calm 2666
Rain 1725
Bisu 1554
Mini 461
Light 269
firebathero 228
hero 145
sSak 77
Rush 76
[ Show more ]
Mind 43
Mong 40
Rock 19
soO 17
scan(afreeca) 14
Terrorterran 12
Shine 5
Dota 2
Gorgc8836
qojqva3842
Dendi1780
LuMiX0
Counter-Strike
fl0m1373
flusha78
Heroes of the Storm
Khaldor147
Other Games
ceh9596
Beastyqt528
B2W.Neo495
Hui .348
KnowMe210
ArmadaUGS161
SortOf159
C9.Mang0131
ToD86
QueenE62
SC2_NightMare1
Organizations
Other Games
gamesdonequick1574
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• 3DClanTV 61
• Reevou 2
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• FirePhoenix17
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis3428
• TFBlade801
Other Games
• imaqtpie884
• Shiphtur663
Upcoming Events
OSC
6h 4m
ReBellioN vs PAPI
Spirit vs TBD
Percival vs TBD
TriGGeR vs TBD
Shameless vs UedSoldier
Cham vs TBD
Harstem vs TBD
RSL Revival
16h 4m
Cure vs SHIN
Reynor vs Zoun
Kung Fu Cup
18h 4m
TaeJa vs SHIN
ByuN vs Creator
The PondCast
19h 4m
RSL Revival
1d 16h
Classic vs TriGGeR
ByuN vs Maru
Online Event
1d 18h
Kung Fu Cup
1d 18h
BSL Team Wars
2 days
Team Bonyth vs Team Dewalt
BSL Team Wars
2 days
RSL Revival
2 days
[ Show More ]
Maestros of the Game
2 days
ShoWTimE vs Classic
Clem vs herO
Serral vs Bunny
Reynor vs Zoun
Cosmonarchy
2 days
Bonyth vs Dewalt
[BSL 2025] Weekly
3 days
RSL Revival
3 days
Maestros of the Game
3 days
BSL Team Wars
4 days
Afreeca Starleague
4 days
Snow vs Sharp
Jaedong vs Mini
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs Speed
Larva vs Soma
LiuLi Cup
6 days
Liquipedia Results

Completed

Copa Latinoamericana 4
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
BSL 21 Team A
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
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.