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Active: 1421 users

[M] (2) ESV Gauntlet AE

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-08-08 19:23:32
July 27 2012 10:20 GMT
#1
[image loading]

[image loading]

ESV.TV The home of the Korean Weekly!


ESV Gauntlet AE
Part of the ESV Anniversary Map Pack

v1.0
Made by: Gfire
Published on: [AM] [EU] [SEA] [KR]

[image loading]


Introduction/Inspiration:

(Wiki)Gauntlet Was a map in BW. The original was made by Blizzard and it was later altered somewhat and used in MSL.

[image loading]
Gauntlet TG




Close Ups: Imgur Album

Tileset:
[image loading]



Pictures (Gameplay):
+ Show Spoiler [Analyzer] +
[image loading]

[image loading]

+ Show Spoiler [Angled Overview] +
[image loading]


Data (Gameplay):
  • Playable Bounds: 128x144
  • Main Choke <-> Main Choke Distance(s): 52




Change Log:
+ Show Spoiler +
-


[image loading]
all's fair in love and melodies
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 27 2012 11:46 GMT
#2
Looks a bit boring texturewise - gonna have to test how this looks ingame ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
July 27 2012 12:09 GMT
#3
i would say the same as dezi, it looks too bland for sc2
Live Fast Die Young :D
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 27 2012 12:30 GMT
#4
I definitely love all the bridges giving so much positional/defenders advantage all over the place.
The islands are damn cool as well

I am a bit worried about how easy three and four bases are. Seems to be really easy to turtle and the fourth covers the third so well both from ground and air. I don't know seems hard to harrass much as well.

Regarding the aesthetics from what I can tell it's simple desert style, I like it. We don't have much desert and desert rly doesn't need a lot of shit to look good and realistic. I like the clear design.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Aunvilgod
Profile Joined December 2011
2653 Posts
July 27 2012 12:49 GMT
#5
B-B-B-Bridges!

I cannot disagree more with dezi and Tibbles. While I do miss some doodads (judging from the overview) the textures seem quite unique. I cannot think of any map with this kind of combination of orange, green and yellow. However, you should have used some manmade textures, the bridges don´t really seem to fit their surrounding in my opinion.

Gameplay wise, the 3rd seems too safe to me. While you have to split up your forces to defend, very few sentries could forcefield each choke for ever. It is not necessarily imba, but likely very passive.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-07-27 13:11:49
July 27 2012 13:11 GMT
#6
On July 27 2012 21:49 Aunvilgod wrote:
B-B-B-Bridges!

I cannot disagree more with dezi and Tibbles. While I do miss some doodads (judging from the overview) the textures seem quite unique. I cannot think of any map with this kind of combination of orange, green and yellow. However, you should have used some manmade textures, the bridges don´t really seem to fit their surrounding in my opinion.

Gameplay wise, the 3rd seems too safe to me. While you have to split up your forces to defend, very few sentries could forcefield each choke for ever. It is not necessarily imba, but likely very passive.


Boring, monotonous, They're not saying that the idea isn't original.
Mapmaker of Frost, Fruitland and Bridgehead
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
July 27 2012 13:53 GMT
#7
Something different, never know until you try it out really
John 15:13
Aunvilgod
Profile Joined December 2011
2653 Posts
July 27 2012 14:06 GMT
#8
On July 27 2012 22:11 kim9067 wrote:
Show nested quote +
On July 27 2012 21:49 Aunvilgod wrote:
B-B-B-Bridges!

I cannot disagree more with dezi and Tibbles. While I do miss some doodads (judging from the overview) the textures seem quite unique. I cannot think of any map with this kind of combination of orange, green and yellow. However, you should have used some manmade textures, the bridges don´t really seem to fit their surrounding in my opinion.

Gameplay wise, the 3rd seems too safe to me. While you have to split up your forces to defend, very few sentries could forcefield each choke for ever. It is not necessarily imba, but likely very passive.


Boring, monotonous, They're not saying that the idea isn't original.


I don´t see the word montonous show up. And I would disagree even more.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 27 2012 14:48 GMT
#9
I think this is my fave from the anniversary pack. Very unique map, but I think it needs some tweaks before it would work as an SC2 map (maybe a few less bridges). Also siege tank pushes set up outside the main seem very strong.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
July 27 2012 15:20 GMT
#10
Looks real good, has the same coloring as backwater gulch which I loved... However I don't think it's good for play as it stands; as Protoss that 3rd base is so far away it makes me cringe (I think the bridge at 12o'clock instead of 3o'clock would be fair)... Seems to incorporate the problems from Korhal Compound (distant or easily pressured 3rds) and Kulas Ravine (backwards facing minerals). Also, not sure if the islands are too close to mains since terran can 14 CC and secure two mining bases early on.
Knowing is half the battle... the other half is lasers.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 27 2012 16:52 GMT
#11
Dunno why you chose a Blizzard map to convert lol. It was a terrible map in BW and it looks pretty clunky here.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 27 2012 17:03 GMT
#12
On July 28 2012 01:52 neobowman wrote:
Dunno why you chose a Blizzard map to convert lol. It was a terrible map in BW and it looks pretty clunky here.


Well, the original Gauntlet by Blizzard was quite a bit different from Gauntlet TG which was used in MSL and which this map is based on.
And this again is quite different and altered for SC2, so I would say it's pointless to make the connection to Blizzard.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
FlaShFTW
Profile Blog Joined February 2010
United States10276 Posts
July 27 2012 17:04 GMT
#13
i dont know. i like this map. looks nice. the islands are good because basically any race can harass it easily, even without air units. i like it!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 27 2012 17:05 GMT
#14
I like the "stairs" on the sandy ramps.

Against zerg I think the 3rd base is pretty easy for protoss. You just wall the bridge and put some cannons and keep your army at the ramp with rocks.

As a "macro" map this is the most interesting I've seen. It's true that 4 and even 5 bases seems pretty easy, but all the chokepoints makes it impossible to have a deathball blunder unless you devote yourself to horrible position and control. This means that the late midgame and the late game will be about positioning, which this map emphasizes a lot, of course. And it means that small groups to harass will be very important. Which is good! The islands are T>Z>P, but at that point in the game I don't think the "imbalance" will matter unless someone is already significantly behind.

I am envisioning some sick double island expo counterattack strategies. ;D
Comprehensive strategic intention: DNE
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 28 2012 04:17 GMT
#15
On July 28 2012 02:03 Ragoo wrote:
Show nested quote +
On July 28 2012 01:52 neobowman wrote:
Dunno why you chose a Blizzard map to convert lol. It was a terrible map in BW and it looks pretty clunky here.


Well, the original Gauntlet by Blizzard was quite a bit different from Gauntlet TG which was used in MSL and which this map is based on.
And this again is quite different and altered for SC2, so I would say it's pointless to make the connection to Blizzard.


Still not an altogether interesting nor good map. I would've picked something like Paranoid Android or Nostalgia.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 28 2012 04:29 GMT
#16
On July 28 2012 13:17 neobowman wrote:
Show nested quote +
On July 28 2012 02:03 Ragoo wrote:
On July 28 2012 01:52 neobowman wrote:
Dunno why you chose a Blizzard map to convert lol. It was a terrible map in BW and it looks pretty clunky here.


Well, the original Gauntlet by Blizzard was quite a bit different from Gauntlet TG which was used in MSL and which this map is based on.
And this again is quite different and altered for SC2, so I would say it's pointless to make the connection to Blizzard.


Still not an altogether interesting nor good map. I would've picked something like Paranoid Android or Nostalgia.

Too bad you're on hiatus :p
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 28 2012 17:32 GMT
#17
On July 28 2012 13:29 NewSunshine wrote:
Show nested quote +
On July 28 2012 13:17 neobowman wrote:
On July 28 2012 02:03 Ragoo wrote:
On July 28 2012 01:52 neobowman wrote:
Dunno why you chose a Blizzard map to convert lol. It was a terrible map in BW and it looks pretty clunky here.


Well, the original Gauntlet by Blizzard was quite a bit different from Gauntlet TG which was used in MSL and which this map is based on.
And this again is quite different and altered for SC2, so I would say it's pointless to make the connection to Blizzard.


Still not an altogether interesting nor good map. I would've picked something like Paranoid Android or Nostalgia.

Too bad you're on hiatus :p

Indeed XD.
Gfire
Profile Joined March 2011
United States1699 Posts
July 29 2012 18:41 GMT
#18
I added some closeups to the OP.
all's fair in love and melodies
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
July 29 2012 19:07 GMT
#19
Third base is way too far from the natural and blink all-in would be ultra hard to deal with. The island bases and all the bridges make for potentially very interesting play though
monitor
Profile Blog Joined June 2010
United States2408 Posts
July 29 2012 22:46 GMT
#20
On July 30 2012 04:07 U_G_L_Y wrote:
Third base is way too far from the natural and blink all-in would be ultra hard to deal with. The island bases and all the bridges make for potentially very interesting play though


The third is a bit farther than normal but also much easier to defend than normal because it has a tiny entrance and the ramp is easily defended. The only problem I can think of is going to be defending mutas in PvZ, but it still should be possible with good stalker and templar control.
https://liquipedia.net/starcraft2/Monitor
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 29 2012 23:27 GMT
#21
On July 30 2012 07:46 monitor wrote:
Show nested quote +
On July 30 2012 04:07 U_G_L_Y wrote:
Third base is way too far from the natural and blink all-in would be ultra hard to deal with. The island bases and all the bridges make for potentially very interesting play though


The third is a bit farther than normal but also much easier to defend than normal because it has a tiny entrance and the ramp is easily defended. The only problem I can think of is going to be defending mutas in PvZ, but it still should be possible with good stalker and templar control.

YO MONITOR.

Where's the thread for your map, bro?!? :D
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
July 30 2012 00:10 GMT
#22
PF on the island. Imagine.
I love.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 30 2012 01:49 GMT
#23
On July 30 2012 09:10 AdrianHealey wrote:
PF on the island. Imagine.

how is this even a problem, attacking it by ground is already basically not an option seeing as how it is an island
vibeo gane,
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
July 30 2012 08:27 GMT
#24
On July 30 2012 10:49 -NegativeZero- wrote:
Show nested quote +
On July 30 2012 09:10 AdrianHealey wrote:
PF on the island. Imagine.

how is this even a problem, attacking it by ground is already basically not an option seeing as how it is an island


Stalkers, immortals, marines, marauders, roaches and hydra's apparently, can not shoot up.

Furthermore; it does add to the difficulty of dropping the island.


I love.
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