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[M] (4) ESV Vicious by prodiG - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Sabu113
Profile Blog Joined August 2009
United States11095 Posts
February 10 2012 16:43 GMT
#41
Really interested by how people will take their third.

Also generally: Not sure why sc2 map makers fetishize the empty space behind bases. I think that's something that has degraded the quality of sc2 maps. Maps like BW Matchpoint of Chepoung ryong or heart break ridge all allowed muta/drop harass but there was more risk to it. The empty space lets a drop ship just... idle there or mutas face minimal risk darting in and out.

About "rotational imbalance" I don't think it's too big a deal but maybe editing the available drop space might be a way to softly neuter that problem?
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Roxy
Profile Joined November 2010
Canada753 Posts
February 10 2012 16:50 GMT
#42
I was wondering one more thing:

Have map makers ever experimented with having gates?

Im thinking along the lines of at your natural, you can have a space that is 3 3x3 buildings wide plus 1 space where you cant put buildings. That space operates similar to a lowered depot (but in true xel-naga fashion, is indestructible).

There can be a trigger somewhere inside the natrual where you can place a unit on the space to make that gate lift up (if no unit is on it, the gate stays down)

I think that would be an interesting way of making it so you can have a full wall-off of buildings with more health, but still be able to get out with destroying one of your own buildings. Obviuosly it requries more micro to operate the wall though.
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-02-10 18:18:50
February 10 2012 17:52 GMT
#43
On February 11 2012 01:43 Sabu113 wrote:
Really interested by how people will take their third.

Also generally: Not sure why sc2 map makers fetishize the empty space behind bases. I think that's something that has degraded the quality of sc2 maps. Maps like BW Matchpoint of Chepoung ryong or heart break ridge all allowed muta/drop harass but there was more risk to it. The empty space lets a drop ship just... idle there or mutas face minimal risk darting in and out.

About "rotational imbalance" I don't think it's too big a deal but maybe editing the available drop space might be a way to softly neuter that problem?

There's not enough airspace behind any of the bases to prevent ground units from reaching them (aside from hanging out between the nat and 4th)

On February 11 2012 01:13 Roxy wrote:
Show nested quote +
On February 11 2012 01:10 VoirDire wrote:
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

...? all of the ramps or choke points are 4 perfectly placed force fields or 5 slightly misplaced force fields

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?

Decal doodad (used over 1000 times)

On February 10 2012 22:53 Stips wrote:
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]

Yes, all of this is intentional

Have map makers ever experimented with having gates?

This is redundant with current setups. Terran can just make their supply depot, Protoss (and even Zerg) can choose to set up a wall as usual and put a Zealot or a Roach or something in the last remaining hole effectively functioning as a gate anyway. Need more health? add more units or more buildings
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Roxy
Profile Joined November 2010
Canada753 Posts
February 10 2012 18:16 GMT
#44
My comment about the forcefields was just meaning that there isnt a chance in hell you can infinitely forcefield to keep an army away from you on this map (past the ramp at the main).

I think that the grass entrance to the third is a little larger than 4 FF wide though. (perhaps 4 on each side of that thing that i dont know what words to use to identify it)
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
TheGodneyDog
Profile Joined January 2012
United States99 Posts
February 10 2012 18:17 GMT
#45
Please add to ladder, now. :D
iMpulse eSports Media Manager (www.impulseesports.com) Twitter: iMp_eSports Facebook: www.facebook.com/impulseesports
ChrisXIV
Profile Blog Joined August 2010
Austria3553 Posts
February 10 2012 20:11 GMT
#46
This map looks amazing, I'm getting a Trackmania Nations feel from it. ^^

Third base is interesting to take, especially against Terran.
"Just stay on 1 base, make a lot of shit, keep attacking. It doesn't work? Keep attacking." -Chill
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
February 10 2012 20:15 GMT
#47
This looks like a really good macro map. Blizzard, get your testicles on the right fucking occasion! (put this community map in to the ladder pool, and +10 internet points for anyone who gets that reference)
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
FlaShFTW
Profile Blog Joined February 2010
United States10540 Posts
February 10 2012 22:03 GMT
#48
solid map with an alternate 3rd incase of bad spawning locations. beautiful.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
tw!tch
Profile Blog Joined October 2010
United States563 Posts
February 10 2012 22:13 GMT
#49
This map looks absolutely gorgeous. The grass borders in particular, along with most other textures really pop like crazy and give this map a completely different feel. Nothing in this map feels bland or tacked on, the attention to detail is awesome, this is just a beautiful map.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-02-10 22:14:39
February 10 2012 22:14 GMT
#50
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


I didn't see this post but I used to do this on all of my maps. 99% of players ended up not reading them at all and every time I make a change I'd have to update the loading screen
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
ShadyKat
Profile Joined January 2012
United Kingdom40 Posts
February 10 2012 23:32 GMT
#51
Can't say much for balance until I playtest it but aesthetically its AMAZING! good job
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 11 2012 01:55 GMT
#52
Decal doodad (used over 1000 times)

Ahhhh.

Very nice aesthetics. Good use of the decals.
ModeratorI am still alive, somehow
TL+ Member
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 11 2012 02:12 GMT
#53
pretty solid map, but that nat setup is getting old
SpaceYeti
Profile Joined June 2010
United States723 Posts
February 11 2012 21:24 GMT
#54
Fantastic, as always! We'll have to play on it a bunch and maybe we'll use it in our next NeSPA tournament map pool. Keep up the great work!
Behavior is a function of its consequences.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
February 11 2012 22:29 GMT
#55
On February 12 2012 06:24 SpaceYeti wrote:
Fantastic, as always! We'll have to play on it a bunch and maybe we'll use it in our next NeSPA tournament map pool. Keep up the great work!

Let me know if you do!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
RumbleBadger
Profile Joined July 2011
322 Posts
February 12 2012 04:01 GMT
#56
So you know those rocks that are on the clockwise nat ramps? Could those possibly be moved to the other side of that same ramp? That way the choke size stays the same but the rush distance to the third is a little shorter (because right now it is rather long). I don't know if it's necessary, but I think it might help... unless you had some other motive for putting the rocks there that I'm not seeing. o.o

Anyway, great looking map. I like the layout and the aesthetics are very fun and interesting. A very pleasurable map.
Games before dames.
kAelle_sc
Profile Joined April 2011
287 Posts
February 21 2012 15:59 GMT
#57
is this on KR/TW yet? love to play some games on it.
It's all about the journey, not the outcome.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
February 21 2012 17:15 GMT
#58
Awesome map dude! I'm actually just posting to ask you how excited you are for the new album next tuesday?

I've been waiting like 8 months for this and this last week is killing me!!!!!!!

All in all though I think this map should be on ladder lol
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Ollie
Profile Joined October 2011
United States144 Posts
Last Edited: 2012-02-21 17:29:35
February 21 2012 17:29 GMT
#59
How far does the Xelnaga towers' range extend?
Oz | HerO | Creator | Stork | DRG | Soulkey | Jaedong | Sniper | Byun | TaeJa | Fantasy
Big J
Profile Joined March 2011
Austria16289 Posts
February 21 2012 17:47 GMT
#60
The map is extremly beautiful... I just wonder what would happen if the second entrance to the natural would be removed, and you could only go in through the third...
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