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[M] ESV Harrogath

Forum Index > SC2 Maps & Custom Games
Post a Reply
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2012-02-10 00:51:17
February 10 2012 00:47 GMT
#1
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ESV TV, The home of the Korean Weekly!


Published on EU and NA.

      ESV Harrogath by SUPEROUMAN

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This map is based on Princess Fortress, it went through heavy changes. I wanted to do a spring decoration with melted snow and flowers, the core of the decoration is inspired by Alder Terrace and I put my own sauce into it. You can see the absence of level 0 terrain, i did it this way to make it more natural

Angled view:
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Map analyzer pictures
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Xel'Naga towers: None

Textures used:
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Pictures:

Main
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Natural
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Third A
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Third B
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Island
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Area in front of the natural
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The middle
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LoS and creep blockers on the borders of pathable terrain
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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
Mashmed
Profile Joined September 2010
Sweden198 Posts
February 10 2012 00:57 GMT
#2
All I see is chokes.. And I'm not too keen on the aestethics of the map either.
Gosh Digglydarnit
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
February 10 2012 01:17 GMT
#3
Playable 4p reflection symmetry maps = awesome
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-02-10 01:47:00
February 10 2012 01:44 GMT
#4
--- Nuked ---
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 10 2012 01:53 GMT
#5
So at first look I was like, wow, it's going to be impossible to take a third because of how open it is. Then...........i clicked on the analyzer. Holy balls I didn't think it was that choked off haha.

Still though, taking a 3rd could be pretty tough since you pretty much have to expand 1/2 way across the map.

I love the look of this map. Although how's FPS issues? Seems like there's tooonns of doodads.
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.
Antares777
Profile Joined June 2010
United States1971 Posts
February 10 2012 02:03 GMT
#6
There are too many tight chokes, and taking a third could turn out to be too difficult. The aesthetics are really nice though, but as far as gameplay goes, this is not a very good map.

I think that you could open up the middle and then keep the outside paths choked up, that might work. Otherwise, redesigning the layout may be necessary in my opinion.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 10 2012 02:13 GMT
#7
This looks real awkward for zerg. And the close air position is a little out of proportion with the map size.

This looks like another attempt where the spacing in order to accommodate the nat2nat in both adjacent spawns costs too much in other departments. Sadly I lack prodig's confidence in approving, but I like the direction you took.
Comprehensive strategic intention: DNE
Clank
Profile Joined April 2011
United States548 Posts
February 10 2012 02:42 GMT
#8
one of the coolest looking maps I've seen in a while. I just love the aesthetics. As for all the chokes, I think it could be cool as army positioning would be super important with all of the attack paths. It might be a little too choky around the edges of the center area though
ander
Profile Blog Joined September 2010
Canada403 Posts
February 10 2012 02:59 GMT
#9
Cool map, look forward to giving it a try. Shitty part is that it makes me wanna play D2
Gl!tch
Profile Joined December 2010
United States573 Posts
February 10 2012 03:33 GMT
#10
chooookes, as a protoss, I see myself FF'ing all over the place.
“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
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 10 2012 04:52 GMT
#11
i like this, but like ppl say the chokes may prove too much. and theres a lot of trees to lag my poor comp ):
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 10 2012 05:02 GMT
#12
Lots of people are saying it's really chokey, and it is, but I see it as a sort of buffer, as the rush distances are relatively short. You can take a slightly longer path that's more open, or take a short path that could possibly give you a horrible engagement.

I like it, but it's a bit of an experiment, being that we don't really know how this sort of thing will work out. I like it overall though, looks like a fun departure from the norm.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
February 10 2012 05:52 GMT
#13
It's beautiful, but I'm going to reinforce the notion that there's too many chokes. Looks like zerg hell
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
February 10 2012 09:41 GMT
#14
On February 10 2012 14:52 FrostedMiniWheats wrote:
It's beautiful, but I'm going to reinforce the notion that there's too many chokes. Looks like zerg hell


Not to mention that the third looks like it would take 4 or 5 creep tumours to connect to.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 10 2012 10:10 GMT
#15
You've done better.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 10 2012 12:13 GMT
#16
On February 10 2012 14:52 FrostedMiniWheats wrote:
Looks like zerg hell

Like Cloud Kingdom i guess.
The plateaus are large enough to give a buffer zone to the zerg. And like on my previous map, as long as you don't engage on choke and flank, you will crush everything. I personally see the map as slightly zerg favored because of the far third and the 46814 paths in the middle.
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
Duvon
Profile Joined October 2011
Sweden2360 Posts
February 10 2012 15:55 GMT
#17
Where's Cain and Larzuk?

A concern: The highground in front of the third being so pivotal - it feels like, either you tuck your army way back, or you shove in their face.
Nothing is impossible, only some things for some people.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
February 10 2012 16:11 GMT
#18
It looks like BW map with how distant the bases are. It's not something I'd want to play on as toss, because 2 base timings are boring and the third seems impossible to hold unless I can micro 2 battles at the same time with perfectly split army or something.
I will never ever play Mech against Protoss. - MVP
mogoh
Profile Joined August 2011
Germany109 Posts
May 05 2012 22:43 GMT
#19
I can't find this map on the EU server. Was it taken from the Server?
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