• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:45
CEST 17:45
KST 00:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202533Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder8EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced49BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
Serral wins EWC 2025 The GOAT ranking of GOAT rankings Tournament Spotlight: FEL Cracow 2025 Classic: "It's a thick wall to break through to become world champ" Firefly given lifetime ban by ESIC following match-fixing investigation
Tourneys
LiuLi Cup Weeklies and Monthlies Info Sea Duckling Open (Global, Bronze-Diamond) TaeJa vs Creator Bo7 SC Evo Showmatch Sparkling Tuna Cup - Weekly Open Tournament FEL Cracov 2025 (July 27) - $10,000 live event
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
Google Play ASL (Season 20) Announced Which top zerg/toss will fail in qualifiers? BGH Auto Balance -> http://bghmmr.eu/ 2025 Season 2 Ladder map pool Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[ASL20] Online Qualifiers Day 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL] Non-Korean Championship - Final weekend
Strategy
[G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Beyond All Reason Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Stop Killing Games - European Citizens Initiative
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 661 users

[M] (4) ESV Vicious by prodiG - Page 8

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 6 7 8 9 Next All
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
April 24 2012 23:50 GMT
#141
On April 25 2012 07:40 prodiG wrote:
Show nested quote +
On April 25 2012 07:11 lazyo wrote:
I just played this map a couple of times because it's currently 1v1 obs map of the day on europe and I have noticed some pretty frustrating things.
First off 1 of the gasses in the main is a lot farther away than the other one (there is actually 1 probe not in the assimilator when mining with 3). This made about a 7-15 gas difference in my build on the first 100 gas mined. There is a similar issue with a lot of maps but as far as I can judge it is the most extreme on this one.
Secondly, it seems like every natural entrance has a different wallin requirement. It varies from 3 gateways to 1 gateway 2 pylons. Now this may be due to walling at a different point but with the doodas it is extremely hard to judge exactly where your wall will be smallest.
All the other issues with the map aside (the close 3rd is not only extremely wide open but it can also be cliff-harrassed, really?) this just makes it infuriating to play. When you notice you just chronoboosted an empty gateway because you still need 10 gas for that stalker or that your wall is not tight it has a big psychological effect.

I can re-arrange the geysers a little bit if this is the case, I'll look into it more thoroughly this evening.

All natural expansion chokes are 10 tiles wide. They can be blocked by gate gate forge, leaving a one tile wide lane for you to put your zealot. See the spoiler below and turn on the building placement guide in SC2.

What you described on the third is intentional. In order to safely hold a third, you need to be active in controlling the middle. The map is designed so that if your game plan is to sit back on 3 bases and turtle, you'll lose to anyone actively controlling the map. This is to entice constant conflict once players secure their natural expansions and 2-base economies.

+ Show Spoiler [protoss wallins] +

[image loading]

[image loading]

[image loading]

[image loading]



I love you
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2012-04-25 02:42:42
April 25 2012 02:40 GMT
#142
Watched the game between Genius and Puma in DH, and it exactly reflected my thought - too little space for decent sized army enagements. When I first saw this map I thought it's a Kulas Ravine 2.0. The maxed army of Genius and Puma could not move around the map due to overall narrowness. Both of them took turns losing their entire army (Note: maxed T/P army) when they tried to take out the semi-island expansions.

Not a fan of this map at all.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 25 2012 05:16 GMT
#143
On April 25 2012 11:40 usethis2 wrote:
Watched the game between Genius and Puma in DH, and it exactly reflected my thought - too little space for decent sized army enagements. When I first saw this map I thought it's a Kulas Ravine 2.0. The maxed army of Genius and Puma could not move around the map due to overall narrowness. Both of them took turns losing their entire army (Note: maxed T/P army) when they tried to take out the semi-island expansions.

Not a fan of this map at all.


This map doesn't have semi-islands.
Comprehensive strategic intention: DNE
SoniC_eu
Profile Joined April 2011
Denmark1008 Posts
April 25 2012 07:15 GMT
#144
I never liked ESV maps. They always seem slightly toss favoured...
In order to succeed, your desire for success should be greater than your fear of failure. http://da.twitch.tv/sonic_eu
Shkudde
Profile Joined February 2011
Netherlands709 Posts
Last Edited: 2012-04-25 08:15:47
April 25 2012 08:14 GMT
#145
On April 25 2012 16:15 SoniC_eu wrote:
I never liked ESV maps. They always seem slightly toss favoured...


Really helpful comment, care to explain why?

And to usethis2, I think that's kind of the point of this map.
ProdiG said himself that this map is meant to be played actively after getting your natural.
That more or less implies that smaller groups of units will be more effective than 200/200 deathballs.
Shouldn't we be glad that someone is trying to make maps that attempt to combat the turtle-into-deathball-into-1A playstyles?
$O$ | herO[jOin] | Zest hwaiting!
Diamond
Profile Blog Joined May 2009
United States10796 Posts
April 25 2012 17:37 GMT
#146
On April 25 2012 16:15 SoniC_eu wrote:
I never liked ESV maps. They always seem slightly toss favoured...


We've only ever created one Toss favored map in our history 0_O
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Syphon8
Profile Joined July 2010
Canada298 Posts
April 26 2012 22:33 GMT
#147
This is the most absurdly positionally imbalanced map currently used in any pool. I have no idea how it got in, other than the fact that it's really pretty.

Needs to be made cross only, or removed from tournaments ASAP.
',:/
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-04-27 01:44:45
April 27 2012 01:44 GMT
#148
On April 27 2012 07:33 Syphon8 wrote:
This is the most absurdly positionally imbalanced map currently used in any pool. I have no idea how it got in, other than the fact that it's really pretty.

Needs to be made cross only, or removed from tournaments ASAP.

The amount of space you need to control in order to maintain a 3rd expansion safely is the same whether you take a lowground expansion or highground expansion in either direction.

You don't have to take the lowground expansion every game.

In other words, I disagree 8)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2012-04-27 20:50:48
April 27 2012 20:50 GMT
#149
On April 27 2012 10:44 prodiG wrote:
Show nested quote +
On April 27 2012 07:33 Syphon8 wrote:
This is the most absurdly positionally imbalanced map currently used in any pool. I have no idea how it got in, other than the fact that it's really pretty.

Needs to be made cross only, or removed from tournaments ASAP.

The amount of space you need to control in order to maintain a 3rd expansion safely is the same whether you take a lowground expansion or highground expansion in either direction.

You don't have to take the lowground expansion every game.

In other words, I disagree 8)


To control the lowground expansion when it's far back, you need to control the high ground between it and your natural, and a small corridor off to the side of it

To control the highground expansion when it's far back you need to control the area below the elevated stage next to your natural... This lowground is directly exposed to the middle, meaning to ACTUALLY safely control that third you need to control the middle of the map, which is far, more space.
',:/
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 27 2012 20:55 GMT
#150
On April 28 2012 05:50 Syphon8 wrote:
To control the lowground expansion when it's far back, you need to control the high ground between it and your natural, and a small corridor off to the side of it

To control the highground expansion when it's far back you need to control the area below the elevated stage next to your natural... This lowground is directly exposed to the middle, meaning to ACTUALLY safely control that third you need to control the middle of the map, which is far, more space.

I disagree as well. Either choice for a 3rd requires you to push out to the middle, the high ground one just because of its position, the low ground one because you can harass it from the high ground base. Either way, you need to move out and secure your share of map space to successfully hold three bases, making turtling very difficult.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-04-27 23:36:59
April 27 2012 23:36 GMT
#151
On April 28 2012 05:55 NewSunshine wrote:
Show nested quote +
On April 28 2012 05:50 Syphon8 wrote:
To control the lowground expansion when it's far back, you need to control the high ground between it and your natural, and a small corridor off to the side of it

To control the highground expansion when it's far back you need to control the area below the elevated stage next to your natural... This lowground is directly exposed to the middle, meaning to ACTUALLY safely control that third you need to control the middle of the map, which is far, more space.

I disagree as well. Either choice for a 3rd requires you to push out to the middle, the high ground one just because of its position, the low ground one because you can harass it from the high ground base. Either way, you need to move out and secure your share of map space to successfully hold three bases, making turtling very difficult.


It's more difficult to take and hold the high ground 3rd, significantly so in certain matchups. I think more importantly the 3rd is a little too hard in general, especially the high ground 3rd. This doesn't mean they won't be taken and defended, but it creates much larger windows for aggressive play to end in a blowout. The only recourse you have facing this map-specific metagame is to build up on 2 bases, which it has been our mapmaking mission to deter since the game came out.
Comprehensive strategic intention: DNE
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
April 28 2012 00:07 GMT
#152
On April 26 2012 02:37 Diamond wrote:
Show nested quote +
On April 25 2012 16:15 SoniC_eu wrote:
I never liked ESV maps. They always seem slightly toss favoured...


We've only ever created one Toss favored map in our history 0_O


Cloud Kingdom? Korhal Compound? Which "one" map were you talking about?
Aunvilgod
Profile Joined December 2011
2653 Posts
April 28 2012 14:59 GMT
#153
On April 28 2012 09:07 DYEAlabaster wrote:
Show nested quote +
On April 26 2012 02:37 Diamond wrote:
On April 25 2012 16:15 SoniC_eu wrote:
I never liked ESV maps. They always seem slightly toss favoured...


We've only ever created one Toss favored map in our history 0_O


Cloud Kingdom? Korhal Compound? Which "one" map were you talking about?


How are these maps toss favoured? On neither one of these maps you can easily turtle-until deathball, on neither of these maps you have a super-safe natural like on shakuras.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
S1eth
Profile Joined November 2011
Austria221 Posts
April 28 2012 15:58 GMT
#154
Calm down, he just wants to know which map Diamond is talking about.
You don't want to turn the "ESV Vicious" map thread into a discussion about CK and KC, do you?
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
April 28 2012 19:00 GMT
#155
On April 28 2012 23:59 Aunvilgod wrote:
Show nested quote +
On April 28 2012 09:07 DYEAlabaster wrote:
On April 26 2012 02:37 Diamond wrote:
On April 25 2012 16:15 SoniC_eu wrote:
I never liked ESV maps. They always seem slightly toss favoured...


We've only ever created one Toss favored map in our history 0_O


Cloud Kingdom? Korhal Compound? Which "one" map were you talking about?


How are these maps toss favoured? On neither one of these maps you can easily turtle-until deathball, on neither of these maps you have a super-safe natural like on shakuras.


Statistically speaking, both maps are toss favoured (70% pvt CKLE, 62% pvz KCLE)
usethis2
Profile Joined December 2010
2164 Posts
April 29 2012 06:28 GMT
#156
On April 25 2012 17:14 Shkudde wrote:
And to usethis2, I think that's kind of the point of this map.
ProdiG said himself that this map is meant to be played actively after getting your natural.
That more or less implies that smaller groups of units will be more effective than 200/200 deathballs.
Shouldn't we be glad that someone is trying to make maps that attempt to combat the turtle-into-deathball-into-1A playstyles?

But in order to encourage small army engagements, the map needs to be less turtle-friendly. But as it is, that doesn't seem to be the case. So the map encourages ball-ball battles yet there isn't enough room for that. I don't think they succeeded in the stated goal.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 29 2012 16:39 GMT
#157
On April 29 2012 15:28 usethis2 wrote:
Show nested quote +
On April 25 2012 17:14 Shkudde wrote:
And to usethis2, I think that's kind of the point of this map.
ProdiG said himself that this map is meant to be played actively after getting your natural.
That more or less implies that smaller groups of units will be more effective than 200/200 deathballs.
Shouldn't we be glad that someone is trying to make maps that attempt to combat the turtle-into-deathball-into-1A playstyles?

But in order to encourage small army engagements, the map needs to be less turtle-friendly. But as it is, that doesn't seem to be the case. So the map encourages ball-ball battles yet there isn't enough room for that. I don't think they succeeded in the stated goal.

Can you elaborate a little bit? What you said here is counter-intuitive - the map needs to be less turtle-friendly and there aren't enough room for deathball battles (which would imply that instead players need to take smaller engagements throughout the game). I'm not sure I follow here
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Sinedd
Profile Joined July 2008
Poland7052 Posts
April 29 2012 16:46 GMT
#158
looks pretty amazing !
T H C makes ppl happy
eXeKryos
Profile Joined February 2012
United States5 Posts
May 01 2012 04:47 GMT
#159
Yeah, here it shows that building placement is fine, prodiG. But when I played on it, it had the issue where you can't wall off as Terran that I showed you on Twitter. :/
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-05-01 06:07:21
May 01 2012 06:06 GMT
#160
On May 01 2012 13:47 eXeKryos wrote:
Yeah, here it shows that building placement is fine, prodiG. But when I played on it, it had the issue where you can't wall off as Terran that I showed you on Twitter. :/

For the sake of having the information here in the TL thread that I gave you on Twitter

Kryos and I had a quick twitter discussion about this - he played the Dreamhack ESV Vicious version which is out-of-date, does not contain the fix and is not within my ability to change or manipulate in any way.

The latest and most up-to-date version of ANY ESV map will always be the version uploaded by the account ESVMaps with solely an ESV tag and Vicious is no exception. These are the versions the map team endorses as this is what we have control over.

We do not have access to the Dreamhack maps account and I personally don't handle the talks with them.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Prev 1 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
BSL20 Non-Korean Champi…
12:00
Playoff - Day 1/2
Mihu vs ZhanhunLIVE!
Fengzi vs Dewalt
ZZZero.O214
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 116
JuggernautJason78
goblin 66
ForJumy 56
MindelVK 34
SC2Nice 0
StarCraft: Brood War
Britney 50105
Jaedong 2929
Mini 1266
BeSt 960
Larva 772
ggaemo 626
Soma 412
firebathero 341
ToSsGirL 319
Rush 283
[ Show more ]
hero 236
ZZZero.O 214
TY 153
Zeus 108
Mong 77
ajuk12(nOOB) 37
Terrorterran 17
Rock 16
HiyA 15
sas.Sziky 1
Dota 2
Gorgc5508
qojqva3235
420jenkins1396
XcaliburYe286
League of Legends
Reynor68
Counter-Strike
fl0m3289
ScreaM1245
sgares292
Heroes of the Storm
Khaldor484
Liquid`Hasu415
Other Games
singsing2142
B2W.Neo1235
Hui .415
Lowko353
byalli349
Trikslyr41
Rex6
Organizations
StarCraft 2
WardiTV16
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Gemini_19 103
• poizon28 22
• sitaska15
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 4255
• Nemesis1928
• WagamamaTV671
League of Legends
• Jankos1669
Upcoming Events
WardiTV European League
15m
ShoWTimE vs Harstem
Shameless vs MaxPax
HeRoMaRinE vs SKillous
ByuN vs TBD
Sparkling Tuna Cup
18h 15m
BSL20 Non-Korean Champi…
22h 15m
Bonyth vs TBD
WardiTV European League
1d
Wardi Open
1d 19h
OSC
2 days
uThermal 2v2 Circuit
4 days
The PondCast
4 days
uThermal 2v2 Circuit
6 days
RSL Revival
6 days
[ Show More ]
RSL Revival
6 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Underdog Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20: Qualifier #1
HCC Europe
CC Div. A S7
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CAC 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.