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[M] (2) ESV Brineclaw - Page 2

Forum Index > SC2 Maps & Custom Games
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Antares777
Profile Joined June 2010
United States1971 Posts
January 08 2012 20:03 GMT
#21
On January 09 2012 04:57 a176 wrote:
So i have to ask a serious question.

Does ESV communicate at all when making maps? Or do you guys just make maps and add an ESV tag to them? Because this map here, and this map, and this map, and this map are basically all the same map. Yes yes, there are slight differences in the terrain and base positions, but lets be honest here, its not really enough to differentiate them all from each other.


What? I see some similarities, but those all play out very differently. Totally different maps.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 08 2012 20:43 GMT
#22
i feel this map has a harder to get 3rd, due to pure distance making, airplay from 2 base from terran and protoss hard for the zerg to defend vs
Live Fast Die Young :D
G_Wen
Profile Joined September 2009
Canada525 Posts
January 08 2012 21:06 GMT
#23
On January 09 2012 05:43 TibblesEvilCat wrote:
i feel this map has a harder to get 3rd, due to pure distance making, airplay from 2 base from terran and protoss hard for the zerg to defend vs


O.o what about air play from the zerg?
ESV Mapmaking Team
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 08 2012 21:30 GMT
#24
On January 09 2012 04:57 a176 wrote:
So i have to ask a serious question.

Does ESV communicate at all when making maps? Or do you guys just make maps and add an ESV tag to them? Because this map here, and this map, and this map, and this map are basically all the same map. Yes yes, there are slight differences in the terrain and base positions, but lets be honest here, its not really enough to differentiate them all from each other.



I agree with you, all the maps seem so similar, except for aesthetics. I was going to make a comment that while this is a really pretty map, it is very familiar to what has been seen already... I guess I'm wanting a return of four spawn maps. Too much 2 spawn stuff.
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 08 2012 21:57 GMT
#25
On January 09 2012 04:57 a176 wrote:
So i have to ask a serious question.

Does ESV communicate at all when making maps? Or do you guys just make maps and add an ESV tag to them? Because this map here, and this map, and this map, and this map are basically all the same map. Yes yes, there are slight differences in the terrain and base positions, but lets be honest here, its not really enough to differentiate them all from each other.


That question doesn't sound serious at all. Of course we communicate, we've know each other for almost 2 years . I think you meant to complain again that the maps are too similar. Yes, they are quite similar and boring. However there aren't many options for expansion layouts and we're all trying to do some new stuff. Because we have 5 similar maps doesn't mean they're all going to be played.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
G_Wen
Profile Joined September 2009
Canada525 Posts
January 12 2012 12:41 GMT
#26
Ok map is updated again:
[image loading]
Click for an HD overview.

[image loading]
The cliffs around the central bases have been updated to look non pathable.

Still working on lowground deco but once that's done the map is ready to go.
ESV Mapmaking Team
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 12 2012 12:47 GMT
#27
I'm not a big fan of middle bases, give's toss and especially terran such a strong position on the map, where they can get ressources while parking their deathball in a strong position.

Overall a solid map but nothing really interesting.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
G_Wen
Profile Joined September 2009
Canada525 Posts
January 18 2012 19:37 GMT
#28
Map updated (aesthetics). Played a test game on it, went well. Flanking is super important if you're going for a ground based army. Blink stalkers are also really strong on the map, and positioning is important. No Xel'Naga Towers and the long route to the third makes for a really interesting game. I need to experiment with going behind the centre bases more. Warp prisms are great if the Zerg doesn't go mutas.
ESV Mapmaking Team
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 18 2012 19:47 GMT
#29
i like the physical terrain how its all curvy and stuff (the cliff design.)
G_Wen
Profile Joined September 2009
Canada525 Posts
January 21 2012 06:41 GMT
#30
On January 12 2012 21:47 Ragoo wrote:
I'm not a big fan of middle bases, give's toss and especially terran such a strong position on the map, where they can get ressources while parking their deathball in a strong position.

Overall a solid map but nothing really interesting.


I played a bunch of games today and watched many more (between gm players). I can say it feels different than the other 2p maps out there. Positioning on the map is much more important. I think the center bases might be a better option for toss and terran taking a 4th. Overall the map played very very well. If you haven't tried it already I suggest you give it a go.
ESV Mapmaking Team
G_Wen
Profile Joined September 2009
Canada525 Posts
January 25 2012 14:18 GMT
#31
On January 19 2012 04:47 WniO wrote:
i like the physical terrain how its all curvy and stuff (the cliff design.)

Thanks, any thoughts on the map balance / funness to play on?
ESV Mapmaking Team
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 26 2012 09:17 GMT
#32
Couple thoughts of mine. How has the 3rd been playing out in your testing? It seems for PvZ grabbing a 3rd anywhere could be a little tough. Yes, there is only 1 double wide ramp into the third but there is still a pretty long ground distance to walk which has me worried. It seems that unless you completely wall off the 3rd at the top of the ramp you would have to set your army outside your natural which is a terrible spot since it's extremely open. Just thinking how it would be if those 3rds were rotated say 45 degrees clockwise.

I only see Terran ever taking the bases in the middle. Protoss won't be able to since it's extremely open as well as puts you in the middle of no where, you'd feel a lot safer expanding around the map. If you were going to take that forward base you'd have to park your entire army there. Terran could at least pfort it up and tank it up which is nice, although then the rush distance from the middle base to the natural seems like it might be a little too short. I don't see zerg taking that either because they don't want to expand toward their opponent either.

I don't see any LoS blockers? Is there a reason for that? Seems like you could create some neat features by adding some. Off the top of my head maybe on the lowground between the natural & third in that little passage between them, kinda like shakuras. Or maybe a line of them from the hole in the middle of the map to the little cliffs to the east and west of the hole. Possibly some up on the high ground in the 3rd to create a little area to proxy buildings / hide tech?

Overall I think it's a well thought out map & as Wnio said, I love that all the cliffs are wavy.
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.
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
January 26 2012 09:27 GMT
#33
this has the exact same base layout as Cloud Kingdom, the only differnece are the cliffs and the asthetics, but overall i think it woudl still produce similar games
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2012-01-26 12:57:54
January 26 2012 12:55 GMT
#34
On January 26 2012 18:27 EcstatiC wrote:
this has the exact same base layout as Cloud Kingdom, the only differnece are the cliffs and the asthetics, but overall i think it woudl still produce similar games


Well the expansion pattern as well as layout are really different, the only thing that is similar is base placement but progression through them is not comparable really. If you take the third on CK and this at the same place you're playing one map wrong (or at least very off-beat).

You could call this a split-pathing version of ck with different expansion progression at best if you like clasping at straws.
ESV Mapmaking!
G_Wen
Profile Joined September 2009
Canada525 Posts
January 26 2012 15:47 GMT
#35
On January 26 2012 18:17 SidianTheBard wrote:
Couple thoughts of mine. How has the 3rd been playing out in your testing? It seems for PvZ grabbing a 3rd anywhere could be a little tough. Yes, there is only 1 double wide ramp into the third but there is still a pretty long ground distance to walk which has me worried. It seems that unless you completely wall off the 3rd at the top of the ramp you would have to set your army outside your natural which is a terrible spot since it's extremely open. Just thinking how it would be if those 3rds were rotated say 45 degrees clockwise.

I only see Terran ever taking the bases in the middle. Protoss won't be able to since it's extremely open as well as puts you in the middle of no where, you'd feel a lot safer expanding around the map. If you were going to take that forward base you'd have to park your entire army there. Terran could at least pfort it up and tank it up which is nice, although then the rush distance from the middle base to the natural seems like it might be a little too short. I don't see zerg taking that either because they don't want to expand toward their opponent either.

I don't see any LoS blockers? Is there a reason for that? Seems like you could create some neat features by adding some. Off the top of my head maybe on the lowground between the natural & third in that little passage between them, kinda like shakuras. Or maybe a line of them from the hole in the middle of the map to the little cliffs to the east and west of the hole. Possibly some up on the high ground in the 3rd to create a little area to proxy buildings / hide tech?

Overall I think it's a well thought out map & as Wnio said, I love that all the cliffs are wavy.


Actually the third has never been a problem in testing. Most players are able to get up a third and holding works really well since it's a 2x ramp. The actual problem comes from taking a 4th with the corner expansions being a little too far for Terran and Toss. The zergs have prefered to expand towards the corner expansions due to their higher mobility.

LoS blockers are overkill on this map. The map already has low vision due to the lack of XWTs. Some of the feedback I've heard was it was hard to keep track of attacking armies as they moved out. The map requires a different approach to scouting (like bw). Putting ovies on the cliffs everywhere is essential for victory as well as using the occasional marine or probe to scout.

The lowground between the natural and the third doesn't really come up in real gameplay so I don't see the harm in doing so but it seems to be making the map more complicated than it should be for no reason.

I'll upload some replays to the original post tonight.
ESV Mapmaking Team
G_Wen
Profile Joined September 2009
Canada525 Posts
Last Edited: 2012-02-03 17:34:07
February 03 2012 17:30 GMT
#36
OK, I'm pretty late with the replays but here they are:

FourKGerbil vs TheoRy (ZvP) (GM vs GM)
http://drop.sc/103881

POlar vs FourKGerbil (TvZ) (M vs GM)
http://drop.sc/103882

FourKGerbil vs TheoRy (ZvT) (GM vs GM)
http://drop.sc/103883

I have a few lower level replays if people are interested.
ESV Mapmaking Team
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
February 03 2012 17:39 GMT
#37
no xel'naga towers? i dont really agree with that.

also i think it would be good if there was a high ground area in the middle, possibly between the center hole and the rocks to either side of it.
G_Wen
Profile Joined September 2009
Canada525 Posts
February 03 2012 17:41 GMT
#38
On February 04 2012 02:39 EcstatiC wrote:
no xel'naga towers? i dont really agree with that.

also i think it would be good if there was a high ground area in the middle, possibly between the center hole and the rocks to either side of it.

Why would adding Xel'nana towers and high ground in the middle make the map better?
ESV Mapmaking Team
G_Wen
Profile Joined September 2009
Canada525 Posts
February 03 2012 20:45 GMT
#39
Also added some updated Eye Candy:
[image loading]

[image loading]

[image loading]
ESV Mapmaking Team
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 03 2012 21:14 GMT
#40
I'm liking ulaan grunge + grass textures with the additional decorating.

So Gwen, I'm also working on a map with no towers, and I want to ask you if you feel you have to make special dispensation for that. How did it work out here? Does it favour one race over another? Depending on the builds maybe? Should SC2 maps always try to have towers, because the game is better with them, or is it just an option and we haven't well explored the choice not to use them? I'm looking for a general view on the issue to help me understand my own map better, and also a more specific answer about what it means on Brineclaw. I'm going to go watch replays now to see how the players position their armies and if they are scouting more actively to compensate for lack of towers. (This is the biggest thing I've noticed.)
Comprehensive strategic intention: DNE
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