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[M] (4) ESV Vicious by prodiG - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
Koagel
Profile Joined October 2010
Austria167 Posts
February 10 2012 11:11 GMT
#21
Reminds me of a golf course.
I like that you don't use soft brushes for artificial textures, looks really nice like this.
Ruscour
Profile Blog Joined April 2011
5233 Posts
February 10 2012 11:14 GMT
#22
I definitely think the semi-islands should have rocks.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 10 2012 11:34 GMT
#23
Am I missing something or is not zerg seriously boned when spawning clockwise adjacent?
Comprehensive strategic intention: DNE
WorldEater
Profile Joined August 2011
United Kingdom24 Posts
February 10 2012 12:04 GMT
#24
ITS SO PRETTY
Never argue with an idiot, they'll drag you down to their level and beat you, with experience.
Enyce
Profile Blog Joined January 2011
Germany43 Posts
February 10 2012 13:17 GMT
#25
On February 10 2012 15:46 prodiG wrote:
Show nested quote +
On February 10 2012 15:44 Ruscour wrote:
Looks cool, anyways. Published only on NA for the moment?

That's correct, I'll get it up on EU and KOR tomorrow


That's great news, I hope you will also publish your other maps on EU and KOR.

As usual a really great looking map, can't wait to play it and get some ingame impressions.
I really the idea of an easy to take thrird, but hard to hold/protect against harassment from above.



"There is nothing cooler than being passionate about the things you love." - Sean Plott
ZealotKiller
Profile Joined September 2010
Canada161 Posts
February 10 2012 13:32 GMT
#26
Wow, the map looks really well rounded and the aesthetics are amazing!
I just like liking things.
Dauntless
Profile Joined May 2010
Norway548 Posts
Last Edited: 2012-02-10 13:50:40
February 10 2012 13:49 GMT
#27
Beautiful map, prodiG! I think Antiga Shipyard is a good basis of inspiration for 4 player maps, but you should be wary of distance from Protoss main or nat to a Zergs natural 3rd.

Some games on Antiga I can warp in from in-base and 5 seconds later, my +1 zealots are at the Zergs 3rd, which can be a bit too strong some times. At least P should have to probe sneak, or push out with zealots to be able to get a pylon up that close.

Oh, and I love the use of different tile sets and other aesthetics!

Edit: That 3rd lowground base with the 4th above can make for some really interesting plays! Will we see this map in the Korean Weekly soon? :D
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Stips
Profile Joined January 2012
Germany57 Posts
February 10 2012 13:53 GMT
#28
The aesthetics is really nice!

Can Protoss cannons hit mining drones? Or marines in a bunker (+1 range)?
Siege tanks? (I'm quite sure they can?)

+ Show Spoiler +
[image loading]
Irratonalys
Profile Joined March 2011
Germany902 Posts
February 10 2012 13:56 GMT
#29
excuse me if this is not a direct commet about the map (which looks awesome)

how did you create these smooth white lines around the grass textures?
The futures uncertain , but the end is always near
Dauntless
Profile Joined May 2010
Norway548 Posts
February 10 2012 13:57 GMT
#30
That's definitely in range of cannons and bunkers.
Can be good for Protoss if Zerg decides to take that spot before natural, cause of pylon block.

It's kinda like the low ground (non-gold) 3rd on Xel'Naga, you can do some harassment from up there.
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
eTcetRa
Profile Joined November 2010
Australia822 Posts
February 10 2012 14:18 GMT
#31
I'd actually really like to see this in the ladder pool. No obvious (serious) flaws that I can see at first glance.

Beautiful aesthetic work aswell, per usual!
Retired Mapmaker™
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 10 2012 15:16 GMT
#32
On February 10 2012 22:56 Irratonalys wrote:
excuse me if this is not a direct commet about the map (which looks awesome)

how did you create these smooth white lines around the grass textures?


Those are actually decals. I believe they can be found by searching "decal" in the doodad menu- you just have to take a while to rotate them correctly and place them in line.
https://liquipedia.net/starcraft2/Monitor
MavivaM
Profile Joined November 2011
1535 Posts
February 10 2012 15:43 GMT
#33
The aesthetics are wonderful, I love both the colors and all the little details.
Blizzard mapmakers should be ashamed.

About the map balance I am not good enough to suggest anything, sadly.
The only question I have is about the Xel'naga towers' range.
How far do they reach? How many ways for a land army (let's say spawning position bottom-left) to sneak past an opponent who control 2 of them?
Your Opinion has been counted. Only 3 more Opinions needed for a reddit thread.
Roxy
Profile Joined November 2010
Canada753 Posts
Last Edited: 2012-02-10 16:37:47
February 10 2012 15:45 GMT
#34
Seems hard to simultaneously defend a third and your nat. I think zerg woul dbe strong on this map because of that.

Also, terran would really benefit from drop play in the high ground above the third.

I think if the minerals at the third were tucked on the main base side instead of away from the main base, that would make it better. I would then suggest adding a second ramp to where the 4th is (in the location that the minerals at the third currently are)

I would maybe suggest havint the gas at the nat tucked closer to the main, rather than the space side. mutas are already pretty strong. Easy gas target does not seem necessary.


The things i like:

The main base is great. lots of room. good ramp size and positioning to the nat.
Nat is good, looks like can be blocked with 3 3x3 buildings.
I really like the aesthetics of this map. I have always been partial to grass maps.
I think spawn positions should always force cross spawn, but up to you.
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
gCgCrypto
Profile Joined December 2010
Germany297 Posts
February 10 2012 15:58 GMT
#35
My Zerg heart BLEEDS from seeing the elektroshocked Ultralisk and the Hydralisk tied on the Desk with all the blood Q_Q
Why would you tie a Hydralisk? it would need 2 years to get out of the Room without Creep enyway ...

(Great Map tho and i love all those optic extras! If this aint the next Tournament map i will be sad)
L E E J A E D O N G ! <3
VoirDire
Profile Joined February 2009
Sweden1923 Posts
February 10 2012 16:10 GMT
#36
On February 11 2012 00:45 Roxy wrote:
I dont like it.

Seems hard to simultaneously defend a third and your nat. I think zerg woul dbe strong on this map because of that.

Also, terran would really benefit from drop play in the high ground above the third.

I think if the minerals at the third were tucked on the main base side instead of away from the main base, that would make it better. I would then suggest adding a second ramp to where the 4th is (in the location that the minerals at the third currently are)

I think the third might be too easy to hold, as you can hold both the third and the nat from a small area, especially with help from building wall-offs.
Roxy
Profile Joined November 2010
Canada753 Posts
February 10 2012 16:13 GMT
#37
On February 11 2012 01:10 VoirDire wrote:
Show nested quote +
On February 11 2012 00:45 Roxy wrote:
I dont like it.

Seems hard to simultaneously defend a third and your nat. I think zerg woul dbe strong on this map because of that.

Also, terran would really benefit from drop play in the high ground above the third.

I think if the minerals at the third were tucked on the main base side instead of away from the main base, that would make it better. I would then suggest adding a second ramp to where the 4th is (in the location that the minerals at the third currently are)

I think the third might be too easy to hold, as you can hold both the third and the nat from a small area, especially with help from building wall-offs.


My primary concern would be mutalisks. If they go mutas, you are not taking a third base on the map the way it is. pain and simple.

I disagree that it is too much of an advantage. All of the spaces that you would need to be defending (speaking from a protoss point of view) are about 8 forcefields wide. It is pretty wide open, so it is not like you could expand too agressively or else you would just get over-run
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
Acritter
Profile Joined August 2010
Syria7637 Posts
February 10 2012 16:15 GMT
#38
This is a pretty cool map. I especially like the decision players have to make between the clockwise and counterclockwise third: do they take the closer counterclockwise base with the weakness to the high ground, or the farther away clockwise base that sits upon its own high ground? I can see the answer to that question working out differently based on your race and starting position.

Out of curiosity, have you ever considered messing around with expansion resource counts to see what would happen? We take the 8 blue mins 2 gas as a given, but it might be interesting to see how the game plays out with different combinations. As a high-ranking mapmaker, you're perhaps in the best position to experiment with those values. I'd be interested to see whatever you and everyone else in ESV come up with.

Hell, there might even be a way to make gold minerals not only balanced but also beneficial to map design.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
February 10 2012 16:24 GMT
#39
wow i like this one a lot. natural feels very secure, 3rd has a high ground above it for harassment opportunities.

would be interested to play on it! keep up the great work.

(PS: vicious - reminds me of Bebop )
LiquidDota Staff@BluemoonGG_
Roxy
Profile Joined November 2010
Canada753 Posts
Last Edited: 2012-02-10 16:33:06
February 10 2012 16:30 GMT
#40
Have you guys considered putting the logos of your sponsors as kind of easter-eggs on your maps?

i think this would be a good way to support your sponsors (and eventually make you more in demend and receive higher money from sponsors)

also, some other guy who i dont remember (so i cant give him credit) suggested adding notes to the loading screen.

IE, you would just have text instructions that says:

- depot at bottom of ramp
- cross positions only

hell, you could even put rush distance information on the map as an FYI
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
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