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[M] (2) ESV Odd-Eye AE

Forum Index > SC2 Maps & Custom Games
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Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-07-27 08:53:51
July 27 2012 08:46 GMT
#1
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ESV.TV The home of the Korean Weekly!


ESV Odd-Eye AE
Part of the ESV Anniversary Map Pack


Published on NA EU KR SEA
By TImetwister22
V 1.0

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Analyzer
+ Show Spoiler +
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Playable: 144x144

Tileset
+ Show Spoiler +
Bel'Shir Grass Light
Bel'Shir Grass Dark
Bel'Shir Dirt Dark
Aiur Dirt
Aiur Grunge
Shakuras Hexitiles
Shakuras Brick


Aesthetics
+ Show Spoiler +
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Change Log
+ Show Spoiler +
None yet.


As always, feedback is more than welcome
[image loading]
Former ESV Mapmaker | @Timetwister22
Fluid
Profile Joined September 2010
Canada136 Posts
July 27 2012 08:52 GMT
#2
The main is kinda big, might give an advantage to toss since they can hide tech easily.

This looks like a good map for HotS, the bridges can be controlled by widow mines.

The way it's set up though it seems kinda asymmetrical, you should rotate the entrance of the bottom base.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 27 2012 08:58 GMT
#3
OH CRAP. I made a map that's almost exact as this... T.T Because Well, this is from Odd Eyes as well.

People said this kind of layout is not necesarily good in sc2, although it was good in sc1 (they were reliable people).

Well, I'm a really sad puppy
Mapmaker of Frost, Fruitland and Bridgehead
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 27 2012 08:58 GMT
#4
Really cool map, both gameplay-wise and aesthetics. Looking forward to seeing games on this.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 27 2012 10:09 GMT
#5
I like how in this map it's not like 1-2 neutral bases are contested but after your third you literally decide, do I want the left three bases or the right three bases. And both halfs are very different yet I don't see any clear advantages generally speaking, so it depends on your style/race/strategy what you want to do and which side to grab.

Very nice adaptation and good execution as always, would love to see it being played in ESV Weekly.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 27 2012 10:13 GMT
#6
One of the problems I see with this map is that Terran and Protoss can effectively "checkmate" a Zerg player with the fourth base. Zerg will always take their fourth first, and if the Terran or Protoss just expands in the same direction the rush distances are so short that they can cripple the zerg's new expand while easily defending their own.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 27 2012 11:45 GMT
#7
I liked this one in BW but not sure if it actually plays out that good in SC2 - might 4ths might be to close nearby - would give it a shot though. Thx for publishing on EU already
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
July 27 2012 13:54 GMT
#8
Beautiful looking map
John 15:13
RumbleBadger
Profile Joined July 2011
322 Posts
July 27 2012 16:10 GMT
#9
On July 27 2012 19:13 Yonnua wrote:
One of the problems I see with this map is that Terran and Protoss can effectively "checkmate" a Zerg player with the fourth base. Zerg will always take their fourth first, and if the Terran or Protoss just expands in the same direction the rush distances are so short that they can cripple the zerg's new expand while easily defending their own.

Yeah, I was gonna comment on this too. It seems that zergs always get shafted in this style of symmetry, because it's very hard to make a map like this where you can expand away from your opponent. The opponent can always just expand the same way and shrink the rush distance to essentially zero.
Games before dames.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 27 2012 16:16 GMT
#10
I don't think that's a problem. For the fourth Zerg doesn't have to commit to one. They can easily take one on both sides and then abandon one if it gets in trouble or just start a hatch on the fourth they did't take the moment they see toss/terra trying to expand towards them.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 27 2012 16:39 GMT
#11
On July 28 2012 01:16 Ragoo wrote:
I don't think that's a problem. For the fourth Zerg doesn't have to commit to one. They can easily take one on both sides and then abandon one if it gets in trouble or just start a hatch on the fourth they did't take the moment they see toss/terra trying to expand towards them.


I agree, I think it will work a bit like cloud kingdom in that way. It would be a problem if it was the 3rd but its not too bad for the 4th. Incidentally Nullcurrent already did a remake of odd eye but didn't release it.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
July 27 2012 16:42 GMT
#12
Inb4 this map crashes due to power outage.

Terran PFs are going to be super strong at those bottom left corner bases, especially the corner. otherwise, this map looks amazing. very well put together!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 27 2012 16:51 GMT
#13
Good job on the symmetry work. Granted, it's harder to do in BW but this still looks tough to do. Think this map works really well in SC2.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 27 2012 16:52 GMT
#14
<3 odd-eye. <3 timetwister.

Sort of a standard treatment but it still looks quite good. I'd like it better if there was smaller (or no) lowground grass path that loops around the tower below the SW highground pods.
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 27 2012 19:13 GMT
#15
I like how all the mineral lines are exactly the same :D
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
July 27 2012 22:39 GMT
#16
They don't really have to be exactly the same, just need to have the same # of "back" or "far away" mineral patches. 2 back patches per base seems to be the most common setup.

Cool map, although I think the excess/spread of all those protoss decals is kind of distracting and isn't pretty. Maybe that's just me though.
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
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 30 2012 05:07 GMT
#17
On July 28 2012 04:13 NewSunshine wrote:
I like how all the mineral lines are exactly the same :D


Great observation haha, I didn't even notice until now.

About the map: I love the creative way that it has "circle syndrome" but you choose which way and then each player gets a cluster of 3 bases. The top right are all lowground with fewer entrances and the bottom left are highground with more entrances in general. I can't wait to see how it plays out!

To comment on the discussion earlier, I don't think that Zerg will have too hard of a time taking the fourth. It would be nearly impossible for T/P to take the fourth near the zerg at that point because the distance would be too close that the game would end before the base could be held.
https://liquipedia.net/starcraft2/Monitor
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
July 30 2012 05:30 GMT
#18
Now that's what i call a gorgeous map...would love to try it out.
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
DoA
Profile Blog Joined October 2010
Korea (South)599 Posts
Last Edited: 2012-07-31 20:48:27
July 31 2012 20:48 GMT
#19
Bumping this because it's today's map on Cartographer! ...that is if the 1.5 patch issues get sorted out. Otherwise it'll be next week!

Ideally though Timetwister will be joining me at 3pm PST on twitch.tv/ignproleague to talk about this map and map-making in general! Cross your fingers!
I cast, therefore I am.
Fearlezz
Profile Joined April 2010
Croatia176 Posts
July 31 2012 21:39 GMT
#20
Looking forward to it!
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 States2475 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 States2475 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
--- Nuked ---
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