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Active: 620 users

[M] ESV Havens Lagoon RE

Forum Index > SC2 Maps & Custom Games
Post a Reply
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-05-25 20:13:56
April 15 2012 21:08 GMT
#1
[image loading]

[image loading]

ESV.TV The home of the Korean Weekly!


Havens Lagoon RE


Published on NA
By TImetwister22
V 1.0

[image loading]


Concept and Thoughts
+ Show Spoiler +
I've had the itch to remake Havens Lagoon for quite a while. Being a TLMC finalist, and quite possibly my most well known map, I couldn't help but think that it didn't really represent what I could do. The original was made when I hardly knew anything about the editor. As a result, things like proportions, cliff work, and the aesthetics were by no means anything breath taking. With that said, the RE version was made from an entirely clean slate, all in an effort to make the map the best that it could possibly be. The only things I kept from the original is the name, general layout, concept, and lighting.

The overall concept of the increasing high ground is the same as the original.


Changes
+ Show Spoiler +
I've redone pretty much everything when it comes to proportions. The mains were rearranged to make for less airspace, the rush distances were slightly increased, and the over all flow of the map was made smoother.

Keep in mind my over all goal for the map was to make the original the best it could be, not make a better map with the same concept. Thus, the layout is nearly identical with a few minor changes.

Layout changes include:
-Rocks on the ramp in front of the forward fourth.
-Distance between natural and third was decrease ever so slightly.
-Natural was rearranged to better suit a ramp to nexus wall for FFE.
-Mains are larger.
-Less air space.
-The base at 9 was changed from high yield to normal minerals, and was lowered a level.
-The middle on the third level had to be redone as a result of stretching the map out a bit.
-General proportions with choke sizes and open areas have improved.
-Better aesthetics!

Of course, if you feel any other changes are necessary that don't entirely rearrange the layout, such as changing the natural to have a single choke, feel free to suggest them.


Analyzer
+ Show Spoiler +
[image loading]

[image loading]


Playable: 134x138

Tileset
+ Show Spoiler +
Xil Dirt
Xil Sand
Meinhoff Sand Dunes
Bel'Shir Grass Light
Bel'Shire Grass Dark
Bel'Shir Dirt Dark
Haven Grass Rocky
Tyrado Rubble

Bel'Shir Organic Cliffs


Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Features
+ Show Spoiler +
-Ever increasing high ground
-Rewards players for taking the longer route
-Central Xel'naga tower that overlooks the low ground and first level high ground.
-Large air space between mains allows for good air play potential.



Change Log
+ Show Spoiler +
None yet.


As always, feedback is more than welcome
[image loading]
Former ESV Mapmaker | @Timetwister22
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
April 15 2012 21:13 GMT
#2
I really like this map when it first went through the TLMC, but I was wondering as to why the water on the map proper was removed.

I assume that's it's some issue with the editor being unable to use shallow water on high ground?
FOR GREAT JUSTICE! Bans for the ban gods!
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
April 15 2012 21:16 GMT
#3
This looks really cool - how does the high ground keep increasing?
"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
Gfire
Profile Joined March 2011
United States1699 Posts
April 15 2012 21:20 GMT
#4
Looks really great. I'm glad all the water was removed. Not a fan of that stuff myself. The layout in this version seems solid, a bit of an improvement from before. Up to modern standards, I guess. Aesthetics look great, too.
all's fair in love and melodies
Aunvilgod
Profile Joined December 2011
2653 Posts
April 15 2012 21:22 GMT
#5
This map should have some great lategame.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 15 2012 21:30 GMT
#6
--- Nuked ---
Sumadin
Profile Joined August 2011
Denmark588 Posts
April 15 2012 21:54 GMT
#7
Not too sure if i like the removal of the gold. It felt like a "perfect" gold. and kinda solified the hole "King of hill" theme. Holding the high center gives a bigger reward. Keeps one focussed on the goal.

And really if it turns out that Zergs taking it as a natural against toss is too much, then nobody has even been hurt by rocks on the 6th base.

I doupt it would be too big an issue through as the mining time lost from during such an early transfer will partly make up for it. Also stargate opening would actually just smash this.
The basic key to beating a priest is playing a deck that is terrible.
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
April 16 2012 00:13 GMT
#8
We need a map like this. I think the changes look great.
Demonhunter04
Profile Joined July 2011
1530 Posts
April 16 2012 00:16 GMT
#9
Wow, can't wait to see this one played/play on it myself. Looks awesome and unique.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
CabelD
Profile Joined November 2010
United States131 Posts
April 16 2012 03:39 GMT
#10
Looks sick dude, when am I going to beat you on it? :D
Otolia
Profile Blog Joined July 2011
France5805 Posts
Last Edited: 2012-04-16 09:54:37
April 16 2012 09:54 GMT
#11
I'll be interested to see a comparative between this map and Afterglow by monitor. Both of them are 2p on the same side.

As a note : I think you could make the lowest ground the brightest and make every other level gradually darker.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
April 16 2012 10:07 GMT
#12
I am just a nub, but the third seems a little closed of, making it slightly to easy to get to three bases. Anyone else has the same idea?
I love.
Bluelightz
Profile Blog Joined December 2011
Indonesia2463 Posts
April 16 2012 11:00 GMT
#13
The textures are amazing! Love the base setup as well!
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moskonia
Profile Joined January 2011
Israel1448 Posts
April 16 2012 13:00 GMT
#14
I REALLY don't like more then one entrance to the natural, while it might be ok I think you should maybe put some rocks in one entrance, since nexus FFE is much weaker then a FFE with a wall.

Another thing is you did not post analyzer pics of the main to main, not very important but nice to see

All in all I like this map, liked it also in its older version I just love the concept of height play. By the way I support Otolia, playing with the light based on the height would look really cool, and make the map even more interesting to spectate. (also, it has a theme, like dual site with the light vs dark, here the concept of KotH is really cool).
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