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[M] (2) ESV Oumanville

Forum Index > SC2 Maps & Custom Games
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Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2012-01-06 22:54:48
January 06 2012 21:04 GMT
#1
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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
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 07 2012 01:44 GMT
#21
Looks better in game, the overview looks boring, just like a satelite image of a town or city does.

Although it's a cool concept, I didn't quite think the sunrays fit in. It is also a bit confusing deciphering the layout. The layout itself though is a subject of interest. Against straight on attacks, holding 3 bases is extremely easy, but with reapers/coloxen or drops, attacking the nat from behind or hitting the 3rd are extrememly easy. Not sure how this map would hold up at the highest levels of play, but it really does force you to go drops or feel completely, hopelessly inadequate.

Love the detail shots though, they make me feel completely, hopelessly inadequate.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 07 2012 01:48 GMT
#22
On January 07 2012 09:49 Kurumi wrote:
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.

That is interesting, but do you really want to add more experimental stuff to an already experimental map?
Administrator~ Spirit will set you free ~
sob3k
Profile Blog Joined August 2009
United States7572 Posts
January 07 2012 02:28 GMT
#23
On January 07 2012 10:48 Plexa wrote:
Show nested quote +
On January 07 2012 09:49 Kurumi wrote:
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.

That is interesting, but do you really want to add more experimental stuff to an already experimental map?


Yeah, probably not for this map but I think thats a very interesting idea for future consideration.

Neutral buildings that give mins/gas could help produce BWish style massive front macro games that are otherwise impossible with the SC2 worker supply and efficiency problem. Could even make them very hardy but destructable.....

Would have to be made as a UMS though...but there are BW precedents like that map with the teleporters.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
lost_artz
Profile Joined January 2012
United States366 Posts
Last Edited: 2012-01-07 07:19:58
January 07 2012 05:37 GMT
#24
This map looks very choke-y in areas which is of course, Zerg unfavorable, but I'm Protoss so I guess that's okay .

Having the 3rd being only accessible via the nat on ground means that players must use air/drops/ or Blink/Reapers (if possible) in order to harass it. A small ramp with rocks where you have the path-able area sticking out towards the center of the map would make this base vulnerable to ground attacks and would also provide players the ability to push across the map without having to go all the way through the middle.

Having that option could create very interesting scenarios in games because of the potential for flank attacks and it also means that players would have to be very map aware because attacks could comes in via the Nat or 3rd base and catch them guarding the wrong expo.
Niso
Profile Joined November 2010
Australia148 Posts
Last Edited: 2012-01-07 07:48:45
January 07 2012 07:48 GMT
#25
Yeah I agree with Plexa, make the island closest to the main an island with rocks, still really good for terran and toss but acceptable.

Looks so god damn sweet
Television version of a person
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
January 07 2012 09:20 GMT
#26
Looks pretty sexy. As a zerg I sorta fear the chokey looking center but whatever, mutas look pretty powerful
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
January 07 2012 10:00 GMT
#27
choke leading into natural is way to narrow.. the middle area is way too important.

even a map like antiga, the centre of map is considered slightly too crucial in tank plays
| Idra | YuGiOh | Leenock | Coca |
Apom
Profile Blog Joined August 2011
France655 Posts
January 07 2012 10:16 GMT
#28
On January 07 2012 10:12 Dexington wrote:
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.

I have the same problem. This is really hard to read.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37023 Posts
January 07 2012 10:51 GMT
#29
One look and I was sold. Great f-Ing map. Can't wait to play on it!!
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
tombola
Profile Joined September 2011
41 Posts
January 07 2012 11:33 GMT
#30
Don't like the third it's way too easy to defend. Also while I like the encouragement to do air play, it's simply not balanced in SC2 wich would make this a totally terran favoured map.
But I really like the looks of it, the city vibe and the close streets leading into big battlefields
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
January 07 2012 11:55 GMT
#31
I have to check this map out. I like the idea a lot and hope it works out.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 07 2012 12:19 GMT
#32
I don't like maps with only 1 attack path so I guess I don't like your city, sorry
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
January 07 2012 13:59 GMT
#33
On January 07 2012 11:28 sob3k wrote:
Show nested quote +
On January 07 2012 10:48 Plexa wrote:
On January 07 2012 09:49 Kurumi wrote:
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.

That is interesting, but do you really want to add more experimental stuff to an already experimental map?


Yeah, probably not for this map but I think thats a very interesting idea for future consideration.

Neutral buildings that give mins/gas could help produce BWish style massive front macro games that are otherwise impossible with the SC2 worker supply and efficiency problem. Could even make them very hardy but destructable.....

Would have to be made as a UMS though...but there are BW precedents like that map with the teleporters.

Who cares it'd be UMS? CnC3 neutral buildings were awesome. Those "Spires" are actually called Spikes. Now I understand why I couldn't find any info about them. Neutral buildings from CnC3 we don't need to restrict to those, but what about neutral shield generators?
I work alone. // Visit TL Mafia subforum!
Clank
Profile Joined April 2011
United States548 Posts
January 08 2012 02:54 GMT
#34
On January 07 2012 10:12 Dexington wrote:
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.


yeah, but after taking a bit of time to digest it, im really interested. Its so different from other maps that you can't really use past knowledge to judge it, pretty much have to play it
fenix404
Profile Joined May 2011
United States305 Posts
January 08 2012 03:17 GMT
#35
can u make those cars destructible or something?

otherwise, excellent, intriguing map.

streets provide some of the most interesting tactical oppurtunities...
"think for yourself, question authority"
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 08 2012 03:29 GMT
#36
This map is pretty sick. It's come a long way too.

My main concern is that it's extremely hard to tell that there are four islands. Honestly I think you should just put some level 0 terrain between the islands and the center so players can tell where their units can walk and where they can't. And I support the semi-island movement!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-01-08 04:44:51
January 08 2012 04:44 GMT
#37
Just got done playing it and I really don't like it. :\

Too much emphasis on islands and the Main/Natural/3rd layout I just don't like the setup at all. Your main/3rd feel like they'll be super exposed to air units, as well as tanks can decimate it. With the unpathable ground between the main & the 3rd mutas/drops can just go back and forth between the two and thus spread your army out waaay too thin, plus the ground distance between the two is huge.

Looking at the minimap is extremely confusing as well because you really have no clue where you can move and where you can't so most likely as a spectator they won't like it either.

Islands, although a neat feature most likely won't be used by any race. Protoss, as it is now almost never take islands, with warp ins and cannons they could but drops & muta play are already a problem for protoss so trying to defend an island thats way out of the way could be extremely difficult. Terrans could, but the islands as I said are pretty far away and since you said stalkers can blink into the islands and mutas are full air control terran will almost never take islands. This leaves zergs that could nydus and since they'll have mutas could take them fairly easily, although that means they have to start using nydus/drops more.

One giant attack path in the middle makes it feel quite dull.

I'm sorry Superouman, but I just really dislike this map.
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.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
January 08 2012 06:13 GMT
#38
I really hate islands, can they become destructable rocks expos instead?
User was warned for too many mimes.
Aunvilgod
Profile Joined December 2011
2653 Posts
January 08 2012 09:35 GMT
#39
On January 08 2012 13:44 SidianTheBard wrote:
Just got done playing it and I really don't like it. :\

Too much emphasis on islands and the Main/Natural/3rd layout I just don't like the setup at all. Your main/3rd feel like they'll be super exposed to air units, as well as tanks can decimate it. With the unpathable ground between the main & the 3rd mutas/drops can just go back and forth between the two and thus spread your army out waaay too thin, plus the ground distance between the two is huge.

Looking at the minimap is extremely confusing as well because you really have no clue where you can move and where you can't so most likely as a spectator they won't like it either.

Islands, although a neat feature most likely won't be used by any race. Protoss, as it is now almost never take islands, with warp ins and cannons they could but drops & muta play are already a problem for protoss so trying to defend an island thats way out of the way could be extremely difficult. Terrans could, but the islands as I said are pretty far away and since you said stalkers can blink into the islands and mutas are full air control terran will almost never take islands. This leaves zergs that could nydus and since they'll have mutas could take them fairly easily, although that means they have to start using nydus/drops more.

One giant attack path in the middle makes it feel quite dull.

I'm sorry Superouman, but I just really dislike this map.


Most of your arguments were about how you don´t like harrassment and drops. You noticed that the map is trying to support this airplay? The too-many-island problem still exists though.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
X3GoldDot
Profile Joined August 2011
Malaysia3840 Posts
January 08 2012 09:38 GMT
#40
its a very very nice looking map, but has some major flaws like having too many island expos, and also having the first 3 bases too ez to defend, causing this map to be unfavoured for zerg. there should be another entrance to the third with destructable rocks.
prime/startale/[SexComaZerg, RoyalRoaderZerg, SirLifealot] ingame ID = GoodGame
Cejotas
Profile Joined March 2011
Spain88 Posts
Last Edited: 2012-01-08 10:19:10
January 08 2012 10:17 GMT
#41
Very strange map... I like it. The minimap its a bit confusing.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 08 2012 11:20 GMT
#42
On January 08 2012 13:44 SidianTheBard wrote:
Islands, although a neat feature most likely won't be used by any race. Protoss, as it is now almost never take islands, with warp ins and cannons they could but drops & muta play are already a problem for protoss so trying to defend an island thats way out of the way could be extremely difficult. Terrans could, but the islands as I said are pretty far away and since you said stalkers can blink into the islands and mutas are full air control terran will almost never take islands. This leaves zergs that could nydus and since they'll have mutas could take them fairly easily, although that means they have to start using nydus/drops more.


As for Protoss, you just have to go either heavy air or blink stalkers to defend, unlike on other maps where you can do other things.
And for Terran the islands are very small so it's very easy to turtle on them, especially for Terran, the master race at turtling.
And yeah, Zerg has to use stuff to take/defend/attack islands.

Most of what you say is that players have to play different on this map. And I don't see how this is bad, every map should be played more or less differently. I mean there should be some stable maps which are simply solid, but without interesting maps like this we won't ever see the full potential and variety of Starcraft 2.
Also if a map is rly unique it makes it THAT much more powerful if you prepared on it.

I don't think the 4 islands being hard to understand the first time is a problem with the map. It's a problem with the laziness with new maps many players have right now. Maps aren't intended to be played only once anyway...
Tho I wish someone could find a way to manipulate the minimap in a way that makes it easier to see where you can't walk.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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