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[M] (2) ESV Spring by IronManSC - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Gentso
Profile Joined July 2010
United States2218 Posts
April 18 2012 19:22 GMT
#21
No offense, a well made map no-doubt, except that it's just like 90% of maps being made these days. There's literally only two main > third progressions that exist in map making today, and it's gotten awfully stale IMO. I hate to say it, but Blizzard has been the only ones to make truly original maps, even if only one out of many of them are fit for competition.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-04-18 20:25:26
April 18 2012 20:25 GMT
#22
First glance, great map. The main > natural is very standard so all types of builds should be viable. The overall look of the map does remind me a whole lot of Damage Inc, which isn’t a bad thing at all because like you said it does feel like the whole aesthetic direction wasn’t ever expanded on much.

A couple thoughts:
1) Make sure the “balcony” in the main base is far enough away that siege tanks can’t hit the main building. It looks like it is but I swear tank range is always farther then it looks.

2) There’s some pathable highground outside of the base right by your main. Unsure if you want that pathable or not?

3) I feel the little pieces of highground outside the lowground 3rd should be changed. I think the ramp going up to them should be facing towards the main, rather then the way they are facing now. Think about colossus, tanks, pylons, ranged units sitting up there and hitting that forward third. You would have to run your whole army extremely far around the map to get to that little ramp and then just that…it’s a little ramp. I mainly feel it’ll be rough in PvX for the terran or zerg because Protoss could abuse that little piece of high ground to all hell. It’s already risky enough to take, that piece of highground at least with the direction the ramp is in now feels too much.

4)I’d like the watertowers moved closer to the center of the map, just by a couple notches. Right now unless you are moving in very small groups of army you will always been scene by watertowers. I feel if they are pushed toward the center of the map by about 5-10 squares, you now have no vision at all around the complete outside of the map.

5) I’d like to see rocks (more rocks? Wtf) on the 2 wide ramps by the corner bases (2 & 8 bases) This will play out perfectly if you can move the watertowers a bit because you’ll still feel safe as long as those rocks are up. Also make the 4th a tad bit easier to take assuming they don’t get broken down mid game.

That’s about all I can think of off the top of my head.

Keep up the good work, bud!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Cronval
Profile Joined April 2012
Denmark13 Posts
April 18 2012 21:32 GMT
#23
I'm not that big on map balance, but i played a few games on this and it played out a-okay :-)

More to the point, the aesthetics are absolutely gorgeous and somewhat unique, very well done!
SpecFire
Profile Joined December 2010
United States1681 Posts
April 18 2012 21:58 GMT
#24
Oohhhh, looks good!
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 18 2012 22:24 GMT
#25
On April 19 2012 00:29 IronManSC wrote:
Show nested quote +
On April 18 2012 22:49 CaptainCrush wrote:
I think there is just waaaaayyyy too much ground in the middle, there arent really even any bases there so the map looks needlessly large to me. I think the aesthetics are top notch though!


I plan to add a 3rd gas to the center bases to make them worth more. The middle is actually not as large as it appears to be. It's a good size for mid/late-game encounters.


I strongly advise do not put a third gas at the center base. There are two things that it will mess up. First it makes taking that expansion as an aggressive expansion ridiculous for Protoss and Terran (similar issue on Atlantis Spaceship). Second it makes mutalisks and infestors ridiculously powerful on 3 bases vs. a 2base protoss if you can get away with it. I don't think we need any more gasses or minerals for current maps. If you change that base, I'd like to see it have fewer minerals and/or gasses so it isn't as powerful to take. Yes it is hard to take, but the solution isn't to make it more rewarding because then "if a player gets ahead, he gets even more ahead", and that leads to flawed maps that discourage the better player from coming back and winning.
https://liquipedia.net/starcraft2/Monitor
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
April 18 2012 22:42 GMT
#26
This is the most beautiful map ever! I'd love to play it simply for its beauty!
That aside, I really like it tactically speaking. Not too open but not too choky. I like :D.
CortoMontez
Profile Joined October 2010
Australia608 Posts
April 19 2012 00:37 GMT
#27
This map looks like a cross between Belshir Beach and Cloud Kingdom (if flipped from left-right).

Also, it seems that the base directly above/below the mains (5th?) is too open, and will be near impossible to defend.
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2012-04-19 01:12:35
April 19 2012 01:11 GMT
#28
On April 19 2012 00:29 IronManSC wrote:
Show nested quote +
On April 18 2012 22:49 CaptainCrush wrote:
I think there is just waaaaayyyy too much ground in the middle, there arent really even any bases there so the map looks needlessly large to me. I think the aesthetics are top notch though!


I plan to add a 3rd gas to the center bases to make them worth more. The middle is actually not as large as it appears to be. It's a good size for mid/late-game encounters.


Don't add more gas!
The position at the watchtower is already quite strong to cover your 4 bases, you really shouldn't make the base right next to it more powerful. If anything reduce the ressource count on that base, since it's a good base to take in conjunction with the strong tower position.

I think an earlier map version already had a half base there? I wanted to complain when you changed that but I forgot, sorry.

edit: Also monitor's analysis of it being a winner's base is kinda right, too. You can't hold the base without a lot of map control.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 19 2012 02:01 GMT
#29
On April 19 2012 10:11 Ragoo wrote:
Show nested quote +
On April 19 2012 00:29 IronManSC wrote:
On April 18 2012 22:49 CaptainCrush wrote:
I think there is just waaaaayyyy too much ground in the middle, there arent really even any bases there so the map looks needlessly large to me. I think the aesthetics are top notch though!


I plan to add a 3rd gas to the center bases to make them worth more. The middle is actually not as large as it appears to be. It's a good size for mid/late-game encounters.


Don't add more gas!
The position at the watchtower is already quite strong to cover your 4 bases, you really shouldn't make the base right next to it more powerful. If anything reduce the ressource count on that base, since it's a good base to take in conjunction with the strong tower position.

I think an earlier map version already had a half base there? I wanted to complain when you changed that but I forgot, sorry.

edit: Also monitor's analysis of it being a winner's base is kinda right, too. You can't hold the base without a lot of map control.


Yup. It's a winners base. Don't make it even more powerful. And just btw ragoo, you totally copied everything I said
https://liquipedia.net/starcraft2/Monitor
wrl
Profile Joined April 2011
United States209 Posts
April 19 2012 17:18 GMT
#30
Going to talk about aesthetics specifically, and understand I'm being extremely critical here, but:

1. First of all I like what you've done with the mud/grass/snow. Looks sharp and I know it was a ton of work.
2. Besides the Main/Natural/Third, there is a severe lack of texture distinction between areas. The entire center of the map has the exact same theme, this makes it difficult for a spectator to distinguish what area of the map the camera is viewing. Its a minor thing, but it makes the map easier to understand and more appealling visually.
3. The manmade stuff I think you've overdone the minimalism. Instead of using 2 nearly identical textures I think you'd be better off with something a little different, possibly with some decals to spice it up. You don't have to go crazy, but I find myself wanting more variety in the manmade sections.

Other than that I think you're in good shape. I won't comment on the layout because theres already enough people doing that.
It's funny; I dream a lot, but I'm not a very good sleeper.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 19 2012 18:00 GMT
#31
On April 20 2012 02:18 wrl wrote:
Going to talk about aesthetics specifically, and understand I'm being extremely critical here, but:

1. First of all I like what you've done with the mud/grass/snow. Looks sharp and I know it was a ton of work.
2. Besides the Main/Natural/Third, there is a severe lack of texture distinction between areas. The entire center of the map has the exact same theme, this makes it difficult for a spectator to distinguish what area of the map the camera is viewing. Its a minor thing, but it makes the map easier to understand and more appealling visually.
3. The manmade stuff I think you've overdone the minimalism. Instead of using 2 nearly identical textures I think you'd be better off with something a little different, possibly with some decals to spice it up. You don't have to go crazy, but I find myself wanting more variety in the manmade sections.

Other than that I think you're in good shape. I won't comment on the layout because theres already enough people doing that.


I could make the entire center high ground man-made, because that would be the only solution to separate it from its natural setting, otherwise it has to be the way it is. I can experiment with this though.

I also am in the middle of implementing man-made aesthetics right now, so that will be coming soon!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
April 19 2012 18:39 GMT
#32
Generally the aesthetics seem really hard on the eyes... It does bring back memories of the BW ice tileset, though.
all's fair in love and melodies
Hiea
Profile Joined March 2012
Denmark1538 Posts
Last Edited: 2012-04-19 19:00:12
April 19 2012 18:56 GMT
#33
On April 19 2012 00:29 IronManSC wrote:
Show nested quote +
On April 18 2012 22:49 CaptainCrush wrote:
I think there is just waaaaayyyy too much ground in the middle, there arent really even any bases there so the map looks needlessly large to me. I think the aesthetics are top notch though!


I plan to add a 3rd gas to the center bases to make them worth more. The middle is actually not as large as it appears to be. It's a good size for mid/late-game encounters.


Is that needed? to me it feels like the center bases are some you take when you've got an advantage to help you finish off your opponent, or if you got a contain or a doing a very tempo based strategy like bio. And if your really lategame and you got the advantage, you can be 5-4 bases because your army and position is stronger than your opponent.

There is the same kind of center in Antiga, but on this map the other bases are easier to get than Antiga.

It seems like the center is easy to defend if you control the highground, but its not hard to get a fourth for the other player though, as there is plenty of options.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-04-26 06:32:48
April 26 2012 06:32 GMT
#34
ESV Spring updated and newest version is released!

+ Show Spoiler [changes] +

• Re-positioned the small pod ramps near the center bases in favor of the defender

• Reduced center base resources to 6m1g

• Our beloved ESV Space Shark has made an appearance!

• Foliage and aesthetics updated


Overview and screenshots in OP are updated.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 26 2012 07:08 GMT
#35
Nice aesthetics update!
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
April 26 2012 17:41 GMT
#36
Don't mean to rain on your parade or anything, the map is beautiful and whatnot, but...

[image loading]

wtf
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
April 26 2012 17:50 GMT
#37
The map looks great! Awesome work Ironman
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 26 2012 17:53 GMT
#38
On April 27 2012 02:41 NewSunshine wrote:
Don't mean to rain on your parade or anything, the map is beautiful and whatnot, but...

[image loading]

wtf


lol i know. I changed the texture but I never changed the name of it... just ignore it xD
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
April 26 2012 20:57 GMT
#39
I feel the fourth is too easy to take, otherwise I like the potential the center bases have, where long range units can harrass from the center, so it's hard to hold. Putting 3 gasses there though? I have no idea how that would affect balance.
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-04-26 22:59:33
April 26 2012 22:51 GMT
#40
Nice work, sir!
You know what the melting snow in the aesthetics really remind me of? The snow tileset in warcraft 2 where all the buildings had melting snow on them. I hope HOTS has snow-covered hatcheries.

+ Show Spoiler +
[image loading]


Will cross-point remain as is or will it also be getting these aesthetics?
~ ~ <°)))><~ ~ ~
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