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[M] (2) ESV Odd-Eye AE - Page 2

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
August 02 2012 11:42 GMT
#21
I keep looking at this and imagining it without the protoss decals and it looks so much better. Keep the large tiling in the mains with the teal outlining though cuz that looks good. You would probably have to do some texturing or something at the other bases as they would look a tad plain then, but still.
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
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
August 02 2012 12:17 GMT
#22
Well, already, there's something wierd about the junction between the natural and the third... that tight bridge. What I'm saying is that in ZvP if Z decides to take an early third (95% of the time) and P decides to do a timing push with sentries (75% of the time) and places 2 FFs on that bridge, suddenly it's really hard to defend. It's kind of similar to Entombed Valley where there is only a tight ridge that separates de third from the natural, in my opinion whatever links those two bases should generally be larger ( 3 FFs imo ).

The rest of the map is fine. I like the circle thingies . Looks like south from the natural there's a potential 4th or 5th base, on a high ground, seems interesting from Terran to make slow pushes on it towards Zerg's natural, just like Ohana LE (but not into the third). I like the paths that Terran can take to drop into the main base (there are 2 paths, unlike some bad maps that only have 1 or even non) and/or into the natural and third. Really neat placement.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
August 08 2012 02:34 GMT
#23
Did the Cartographer thing ever happen or was it delayed cuz of 1.5?
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.
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 08 2012 02:47 GMT
#24
On August 08 2012 11:34 SidianTheBard wrote:
Did the Cartographer thing ever happen or was it delayed cuz of 1.5?

I actually just started watching it, HERE - http://www.twitch.tv/ignproleague/b/326943910
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2474 Posts
August 08 2012 03:01 GMT
#25
On August 08 2012 11:47 NewSunshine wrote:
Show nested quote +
On August 08 2012 11:34 SidianTheBard wrote:
Did the Cartographer thing ever happen or was it delayed cuz of 1.5?

I actually just started watching it, HERE - http://www.twitch.tv/ignproleague/b/326943910


Thank you!

Now, let's hope it's amazing!
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-12-02 20:52:02
December 02 2014 20:50 GMT
#26
I really like this map because of combination of gross and natur with sci-fi grey and stone landscape. Here are my suggestions to this map:

1. Replace that dark-cyan line divider between gross and grey textures with something different. Something like this (photoshoped):

[image loading]


2. Remove cyan protoss decals and add more neon and sci-fi elements as doodads and decorations around grey zones

3. Make gross texture more smooth and probably A BIT brighter. Right now there is a problem, which is similar to Yeonsu first textures, which were very sharp and hard for eyes. .

4. Add glowing cyan walls to the main and all grey bases too.
Onekobold
Profile Blog Joined October 2013
244 Posts
December 02 2014 21:00 GMT
#27
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