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[M] (2) ESV Oumanville

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2012-01-06 22:54:48
January 06 2012 21:04 GMT
#1
[image loading]

ESV TV, The home of the Korean Weekly!


Published on EU and NA.

      ESV Oumanville by SUPEROUMAN

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Angled view:
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Map analyzer pictures! Look at them, i know the overview is very confusing, i tried my best.
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Welcome to my city! My name is Superouman, the mayor of this town and I will be your guide.
Cars, buildings and trees are indestructible and block vision. The goal of this map is air play while still making ground play well. To do so, i made a very long ground distance and a very short air distance (very similar to desert oasis). I also used a third placement similar to the one on "ESV Yinfei" and the distance between the third and the main is very short by air but long by ground. and to finish i experimented with islands. There is only one ground path between the two mains, so it needs to be very large to allow some flanking.

In the first versions of this map, the main's and third's cliffs were touching the center, this caused blink stalker to be completely broken because they had to travel less time between the bases than the defender. Because of this, i reduced the width of the the third's cliff and totally removed it from the main.

Through testing, every race race has pros and cons with islands and it somehow balances out.

Zerg:
- Pros: can nydus and then send drones to directly saturate the expand, can defend with spines, spores, nydus teleporting and mutalisk map control.
- Cons: have to rally point the hatchery to the nydus, harder to defend if the nydus is sniped but you can preemptively defend it
Terran:
- Pros: mule, pf, turrets
- Cons: hard to reinforce with troops if it's heavely attacked (only with medivacs)
Protoss:
- Pros: very easy to defend with cannons and warp-ins, blink stalkers can go in and out of the islands (defensive or offensive) but as with the main and 3rd cliffs, the flow is limited
- Cons: hardest to send workers, need to send probes manually through warp prisms

Xel'Naga towers: None

Distances: Similar to Desert Oasis'
- Main to main: 65sec
- Nat to nat: 50sec

Textures used:
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Pictures:

Main:
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Natural + wall possibilities:
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You can wall from the ramp or at the choke

Third:
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Fourth:
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Island 1:
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Island 2:
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The middle:
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Creep and line of sight blockers under cars and buildings:
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Decoration:
The decoration made some restriction on the layout, the streets and buildings had to be well placed.
I was looking at the existing city maps and i wasn't satisfied by the look, especially metalopolis, what the fuck a unique circular street on the roof of a gigantic building? Am i high on lsd? No, so i've looked into the editor and what could let me do a real city and the answer is "Tarsonis building" doodad!
The only issue with that doodad was the fact that flying units may be hidden inside buildings so i lowered or/and reduced their size. Then i had to find a way to block streets on unpathable terrain, cars and trucks! Perfect! But there was an issue on how to visually block the pavement, there are no human doodads, the only solution for me was to use streetlights and benches, the result is okay.
However, there is one issue overall, when i show the map to someone, none of them are certain if they can destroy cars or if it is totally unpathable. I think once the player checked these two possibilities in his first game, his doubts will be erased to i think it's ok.

Pretty pictures:
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Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
lefix
Profile Joined February 2011
Germany1082 Posts
January 06 2012 21:11 GMT
#2
superouman, y u so good?

looking forward to analyzer pics
Map of the Month | The Planetary Workshop | SC2Melee.net
Gl!tch
Profile Joined December 2010
United States573 Posts
January 06 2012 21:13 GMT
#3
4 islands??? Not so sure about that. Love this 90 degree angle city style
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 06 2012 21:15 GMT
#4
Eh.. you know my concerns from the skype chat. Other than that the aesthetics and suburban feel to it just blows me away like bean bags hitting teletubbies.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2012-01-06 21:17:49
January 06 2012 21:17 GMT
#5
This is of course an experimental map, maps with emphasis on islands and air play had to be done someday so let's try on this one.
I won't lie that i have no clue where i am going balance-wise but from testgames, the gameplay was really peculiar and interesting.

The map thread had to be my 1k post but i missed it T_T
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Aunvilgod
Profile Joined December 2011
2653 Posts
January 06 2012 21:31 GMT
#6
Good for Toss but the island closest to the main should not be an island. Too terran favoured.

Otherwise: Fing epic map.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
January 06 2012 21:33 GMT
#7
This is just... but... I...
What is this, I don't even...

Honestly, really exciting stuff. Not sure about the 4 Islands but I respect the "It has to be tested" attitude. Really amazing job at making the map look so large and lively.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 06 2012 21:46 GMT
#8
With current PvZ I can see getting a mothership archon HT carrier ball off 3-4 (1 island possibly) bases without much the zerg can do except econ/tech like mad in response, how could they attack that base layout? For this reason and because that close island 4th is pretty nice for terran (siegable, close to reinforce with medivacs), I would say that close island should have an opening to middle to prevent a cluster of 4 bases that can only be reached by air by zerg (assuming walloff at natural).

But since this is experimental, whatever, it's really well put together! I can totally see epic island battles. Please post replays of cool games if you can.
Comprehensive strategic intention: DNE
PiLoKo
Profile Joined January 2011
Mexico144 Posts
January 06 2012 21:57 GMT
#9
This one looks so different that I will actually need to play before comenting, still is very interesting and looking foward to see how it plays out.
I like to troll in-game :)
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 06 2012 22:16 GMT
#10
I love the "Lets test this" attitude. SC2 while one year old, still has lots of testing to do with regards to what can be done and i often find that some mapmakers is always "stick to the rules, do not deviate and btw make sure your map hurts terran as much as possible(sorry my bias got through)".

This one through is controlversal to say the least. Islands is something even blizzard gave up on and they aren't as quick as tournements when checking through stuff that are potentially broken(see Gold bases).

Another thing is the layout. I get you wanted a city map but you are mixing a map concept that is Up in the air with astetics that are down on the ground. The city just signalizes ground-focus but the way the path is set up means you should be a little more keen on the air play. If it was setup like say scrap station then it would have signalized Airfocussed map.
The basic key to beating a priest is playing a deck that is terrible.
Gfire
Profile Joined March 2011
United States1699 Posts
January 06 2012 22:30 GMT
#11
On January 07 2012 07:16 Sumadin wrote:
I love the "Lets test this" attitude. SC2 while one year old, still has lots of testing to do with regards to what can be done and i often find that some mapmakers is always "stick to the rules, do not deviate and btw make sure your map hurts terran as much as possible(sorry my bias got through)".

Totally agree.

I was really hoping all those cars would be destructible when I saw the overview. That would be a lot of fun.
all's fair in love and melodies
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 06 2012 22:55 GMT
#12
I forgot to mention that i didn't put any xelnaga towers. Since there is only one ground path, i can't see it being good.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Dhy
Profile Joined May 2008
16 Posts
January 06 2012 23:10 GMT
#13
so exciting !
Vilonis
Profile Joined October 2010
United States130 Posts
January 06 2012 23:17 GMT
#14
Everytime I see ESV (2) in the custom map section and a map name I haven't seen before, I get so excited. You guys make awesome maps. Keep up the great work guys, one day these maps will be in tournaments, hopefully soon.
"Such is the vastness of his genius that he can outwit even himself!" - Iskaral Pust, High Priest of High House Shadow
Ruscour
Profile Blog Joined April 2011
5233 Posts
January 06 2012 23:37 GMT
#15
On January 07 2012 08:17 Vilonis wrote:
Everytime I see ESV (2) in the custom map section and a map name I haven't seen before, I get so excited. You guys make awesome maps. Keep up the great work guys, one day these maps will be in tournaments, hopefully soon.

GSL enough of a tournament for you?
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 06 2012 23:59 GMT
#16
I don't like the idea of 4 islands. I feel that it constricts an otherwise mostly macro-style map to more of a 2-3 base play. While I find the aesthetic of the map quite intriguing and awesome, I don't find that it's a very good map, balance wise. The attitude of "let's test this" is fine, but I don't understand why we should test an extreme version of a concept that is generally ill-regarded (islands).

In either case, the map is beautiful, and perhaps it is hard for me to visual how it works because of the beautiful aesthetics! Keep up the good work.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 07 2012 00:02 GMT
#17
Make a four player map already xD

On a serious note, I think one of the islands should become semi-island ala scrap station.
Administrator~ Spirit will set you free ~
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
January 07 2012 00:49 GMT
#18
Infested City remake could be cool. Besides, Plexa might be right. One of the islands becoming semi-island is a good concept, maybe double rocks to delay it even more? I wonder how could Tiberium Spires (neutral buildings giving small steady income of money every x seconds, can't remember) from CnC3 work in SC2. It could be an interesting thing to put into the maps.
I work alone. // Visit TL Mafia subforum!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 07 2012 00:58 GMT
#19
You should make it so that the attack path only goes on the roads xD
Go 2 player maps!!
Moderatorshe/her
TL+ Member
Dexington
Profile Blog Joined January 2011
Canada7276 Posts
January 07 2012 01:12 GMT
#20
Just looking at the overview blows my mind. I have no idea what is going on at first glance. Thank god for the analyser pictures.
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
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