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[M] (2) ESV Spring by IronManSC - Page 3

Forum Index > SC2 Maps & Custom Games
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IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 26 2012 23:59 GMT
#41
On April 27 2012 07:51 TheFish7 wrote:
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?


Oh man. I miss warcraft 2

FRB Cross Point will remain as is. ESV Spring is the 8m2g version. They will remain separate.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
slane04
Profile Joined March 2012
Canada23 Posts
Last Edited: 2012-05-10 06:39:55
May 10 2012 06:39 GMT
#42
Just played it on map of the day. Looks pretty nice. Just wanted to let you know that there's a bug -- you can't place one of your gas extractor buildings on one of the vespene patches. I was playing as protoss, if that make any difference.

Circled in red are the problem geysers:
+ Show Spoiler +
[image loading]
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 10 2012 06:53 GMT
#43
Thanks for the info slane, will get on it!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-05-10 10:42:35
May 10 2012 09:04 GMT
#44
I truly like the aesthetics. A suggestion wodul be to have the middle high ground stand out some by adding more snow and rock to it.

The CW bases seems quite safe and close to one another, but on the other hand there are plenty of attack paths. I think the middle looks booring, unless you like to see big armies crashing on open plain ground. I see that happen a lot because of the strong position right above the forward third. I would make the middle a bit more narrow and the paths 3 and 9 wider, to promote army movement.
http://mentalbalans.se/aggedesign
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 11 2012 00:45 GMT
#45
Thank you for bringing up the concerns and bugs.

ESV Spring is going through some extensive, internal testing and should be available again in about a day. Thanks!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Proudfoot
Profile Joined August 2011
United States7 Posts
May 30 2012 19:29 GMT
#46
Gas geysers are still broken at the natural as of yesterday on NA.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-07-20 19:13:09
July 20 2012 19:09 GMT
#47
This is a very prolonged update but I am currently investigating why the gas geyser is still not working. Will post updates soon. On a side note, the reason I bring up this map again is because it has been seen as a big potential for a future ladder season. I know public polls mean nothing, but I thought it would also be nice to bring the map forward for people to see it up close and personal if they wish.

Also i'm not entirely sure if it's still published atm, so I will see about that as well.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 20 2012 21:36 GMT
#48
Imo the 4th on this map is too easy -- or automatic is more like -- with the 5th base options being very aggressive places to try and hold because of the much increased proximity to the enemy's "easy" bases. That said, it is a perfectly viable standardish map at least to try out, and the rotation of maps on ladder could be much faster than it has been so far. So while I don't think this is a great map for competitive play, it is suitable for the sake of variety at the very least. The aesthetics are a point for variety as well. ^^

Have you been in communication with "official" channels? At the very least this map could replace one of the tiresome 4player holdovers from prior seasons, and most players would be willing not to veto it I think, for a couple seasons.

To be clear, there are probably better maps that could go in ladder (no offense) but I'll take whatever increased ladder turnover I can get.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
July 21 2012 03:43 GMT
#49
The people denying that this is similar to Bel'shir are bonkers, it is indeed very similar. But there's nothing wrong with that.
It's basically if you took bel'shir, fixed its main issue by finally putting a damn ramp on the main (lol) and made the middle chasm a highground with ramps instead. The only other difference is the 2 expansions closest to the middle have their backs against that middle highground instead of being against the main. We got a better, more playable map out of it so I think there's nothing to criticize here.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
July 21 2012 04:13 GMT
#50
looks like ohanna to me
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 21 2012 04:46 GMT
#51
On July 21 2012 13:13 HeeroFX wrote:
looks like ohanna to me


Never heard of ohanna
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 21 2012 05:09 GMT
#52
On July 21 2012 13:46 IronManSC wrote:
Show nested quote +
On July 21 2012 13:13 HeeroFX wrote:
looks like ohanna to me


Never heard of ohanna

Really? It means fammily
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
jcroisdale
Profile Blog Joined October 2010
United States1543 Posts
July 21 2012 09:13 GMT
#53
second gases are unable to be built at the naturals
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
Aunvilgod
Profile Joined December 2011
2653 Posts
July 25 2012 13:24 GMT
#54
Do you really need 3 types of green grass? You could use another manmade texture to add variety to the manmade parts of the map.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
algue
Profile Joined July 2011
France1436 Posts
July 25 2012 15:43 GMT
#55
On July 25 2012 22:24 Aunvilgod wrote:
Do you really need 3 types of green grass? You could use another manmade texture to add variety to the manmade parts of the map.


1 grass texture wouldn't give the "spring" feeling with frozen grass and normal grass ^^
rly ?
Aunvilgod
Profile Joined December 2011
2653 Posts
July 25 2012 15:49 GMT
#56
On July 26 2012 00:43 algue wrote:
Show nested quote +
On July 25 2012 22:24 Aunvilgod wrote:
Do you really need 3 types of green grass? You could use another manmade texture to add variety to the manmade parts of the map.


1 grass texture wouldn't give the "spring" feeling with frozen grass and normal grass ^^


I see, I need to read the whole OP.

Still, I wonder if the same effect couldn´t be accomplished with just two textures or even just one while adding Meinhoff White Sand with low intensity.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
FallenAngel316
Profile Joined August 2011
England2 Posts
July 26 2012 01:16 GMT
#57
Looking at it without seeing any games on it, a idea might be to put in some rocks between the natural and the third expansion also i'd narrow the path to the third to allow the rocks. Might stop some of these greedy zerg 3 base openings that have become so common place.
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