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[M] (4) ESV Helios

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2012-04-19 10:17:39
March 24 2012 16:59 GMT
#1
[image loading]
[image loading]
ESV.TV, The home of the Korean Weekly!


Map is currently published under ESV Helios on EU/NA


      ----

Overview:
[image loading]
Older version:+ Show Spoiler +
[image loading]

click for big pic!


      ----

# of Players: 4
Playable Bounds: 140 x 140
Tileset:
[image loading]



      ----

Map analyzer:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]



      ----


Random Closeups/Overviews:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]




      ----

Features:
-All four spawns are allowed.
-The map features no xel'naga towers.
-LoS blockers (aka "strategy grass/gas") provide a few hidey pockets surrounding the middle.

      ----

Change Log:
+ Added a path from top to top and bottom to bottom. To ease access to a 4th base in vertical positions. Destructible debris blocks the path so that it doesn't affect early game.
+ Tightened the third entrance in some spots.


      ----

Thanks in advance for any feedback or comments.
Grebliv

[image loading]
ESV Mapmaking!
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 24 2012 17:14 GMT
#2
Every night I kneel down and pray:
"[...]
And lead us not into temptation,
but deliver us from the evil that is 4p mirrored maps."
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 24 2012 17:27 GMT
#3
On March 25 2012 02:14 Ragoo wrote:
Every night I kneel down and pray:
"[...]
And lead us not into temptation,
but deliver us from the evil that is 4p mirrored maps."


Instead of trolling because you simply dislike 4p mirrored maps, perhaps you could post something more helpful?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
March 24 2012 17:32 GMT
#4
+ Show Spoiler +
[image loading]

I'm not a mapmaker and I haven't played SC2 in five months, but I would be marginally worried about tanks being abused in these areas, as in being able to fire on chokes with no capacity for retaliation.
FOR GREAT JUSTICE! Bans for the ban gods!
monitor
Profile Blog Joined June 2010
United States2405 Posts
March 24 2012 17:36 GMT
#5
On March 25 2012 02:14 Ragoo wrote:
Every night I kneel down and pray:
"[...]
And lead us not into temptation,
but deliver us from the evil that is 4p mirrored maps."


I actually think mirrored 4p maps are really unexplored... Grebliv might be the first person I've seen to make a good one. Helios does an excellent job making really dynamic and interesting situations every spawn position, and still keeps balance. I really like how every position can take an easy third- and taking a fourth is only somewhat difficult in vertical positions (but vertical also has intersting split-map scenarios and the awesome 3-base layout).
https://liquipedia.net/starcraft2/Monitor
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 24 2012 17:39 GMT
#6
I would actually like islands at 12 and 6 cos of problems with a fourth in vertical

(would make it look completely like a BW map lol)
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 24 2012 18:24 GMT
#7
Nice texture job, really add a BW feel to it (also reminds me of Circuit Breaker) - is it up on EU?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Grebliv
Profile Joined May 2006
Iceland800 Posts
March 24 2012 18:48 GMT
#8
On March 25 2012 03:24 dezi wrote:
Nice texture job, really add a BW feel to it (also reminds me of Circuit Breaker) - is it up on EU?


It should be up on EU NA.
ESV Mapmaking!
Rkynick
Profile Joined December 2011
85 Posts
March 24 2012 19:09 GMT
#9
My only feeling here is that if the spawns were top/bottom on one side, it might lead to a situation where only one half of the map is used.
Asolmanx
Profile Joined April 2011
Italy141 Posts
March 24 2012 19:14 GMT
#10
On March 25 2012 04:09 Rkynick wrote:
My only feeling here is that if the spawns were top/bottom on one side, it might lead to a situation where only one half of the map is used.


I agree, it kind of reminds me of the old close positions, even tho you can get a third in this scenario. Still, it feels like in vertical spawns, going to the other part of the map is not an option, i like the map and the idea but the vertical spawns seems problematic to me.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
March 24 2012 19:28 GMT
#11
This isn't a bad map, actually a marked improvement on general 4pmirror maps. However, it doesn't work at all in vertical spawn positions. Also, I personally find that 14 bases is a bit of a wonky number, and prefer either 12 or 16. That is reflected in the awkwardness of the fourth here (and think of maps like Antiga, with it's 14 bases). While I know that Antiga suffers from other fourth base problems, this is just what I maintain (that 14 bases is awkward)
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 24 2012 20:12 GMT
#12
This is a really cool map! I love love love the aesthetics. I think the way the ramps are situated and the 3rd bases are placed makes for a cool expansion pattern for all races. "close spawns" might play out like antiga shipyard, where getting a 4th is a pretty good sign of imminent victory, but that is not necesarily a bad thing. One could always disable close spawns, and then you have some really interesting dynamics.
~ ~ <°)))><~ ~ ~
Kaleidos
Profile Joined October 2010
Italy172 Posts
March 24 2012 20:33 GMT
#13
I like the map a lot. As already mentioned i think the 4th in vertical spawns feels too hard to defend.
What about connecting the 3rd and the 4th locations with rocks? I understand that this change would affect horizontal spawns, but the base on the side would still be a great pick for a 3rd in that scenario.
AethariA
Profile Blog Joined March 2012
Canada22 Posts
March 24 2012 20:52 GMT
#14
Holy, this looks almost exactly like Fighting Spirit from BW. As for comments on the map, it seems like top left vs bottom left would have a similar problem as Shattered Temple close positions, in that it's hard to get a 4th base (Shattered was hard to get a third, but it was just an example). So I think disabling vertical spawns would be a good decision.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2012-03-24 20:56:07
March 24 2012 20:55 GMT
#15
On March 25 2012 05:52 AethariA wrote:
Holy, this looks almost exactly like Fighting Spirit from BW. As for comments on the map, it seems like top left vs bottom left would have a similar problem as Shattered Temple close positions, in that it's hard to get a 4th base (Shattered was hard to get a third, but it was just an example). So I think disabling vertical spawns would be a good decision.

Uh you clearly havent looked at fighting spirit recently..

Map is absolutely beautiful, but I fear the 3rd-4th distance is too great.
Administrator~ Spirit will set you free ~
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 24 2012 21:06 GMT
#16
On March 25 2012 05:52 AethariA wrote:
Holy, this looks almost exactly like Fighting Spirit from BW. As for comments on the map, it seems like top left vs bottom left would have a similar problem as Shattered Temple close positions, in that it's hard to get a 4th base (Shattered was hard to get a third, but it was just an example). So I think disabling vertical spawns would be a good decision.


Fighting Spirit? ... look at this
+ Show Spoiler +
[image loading]


Now look at Circuit Breaker
+ Show Spoiler +
[image loading]

A lot more similar, isn't it?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Atoissen
Profile Joined July 2011
Norway1737 Posts
March 24 2012 23:31 GMT
#17
Looks like a rather good map imo, but I gotta agree with some of the other posters here, I think it could be a issue with the 4'th base.
Ill check it out ingame when MLG is done =)
“Strength lies not in defense but in attack.”
maybenexttime
Profile Blog Joined November 2006
Poland5611 Posts
March 25 2012 00:00 GMT
#18
Actually I find this map more similar to this one:

+ Show Spoiler +
[image loading]
Grebliv
Profile Joined May 2006
Iceland800 Posts
March 31 2012 21:00 GMT
#19
Update:

- Added a path from top to top and from bottom to bottom. Should make it easier to take a 4th in vertical positions.
- Also tightened the thirds a bit.
ESV Mapmaking!
Meerel
Profile Joined March 2012
Germany713 Posts
March 31 2012 21:12 GMT
#20
[image loading]

User was warned for this post
SDMF
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