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[M] (2) ESV Insidious

Forum Index > SC2 Maps & Custom Games
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Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-04-10 21:29:42
April 04 2013 07:58 GMT
#1
[image loading]
[image loading]


NA EU KR SEA
By Timetwister22
v0.2


[image loading]

Playable: 120x152

Concept
+ Show Spoiler +
I decided to take a break from these strange conceptual ideas and just bring out a clean and solid map. I did decide to go with an interesting forward third idea, but aside that, the map is pretty standard.


Tileset
+ Show Spoiler +

Char Marsh tileset from Hots.


Aesthetic Shots
+ Show Spoiler +


[image loading]

[image loading]

[image loading]

[image loading]



Change Log
+ Show Spoiler +

V 0.2
-Doodads around the natural choke have been rearranged to make for an easier wall off.
-The low ground bases below the mains have been moved slightly forward. This is to make it easier to see the mineral lines over the double high cliff.
-Doodad and texturing touch ups.


As always, feedback is more than welcome
[image loading]
Former ESV Mapmaker | @Timetwister22
KingCorwin
Profile Joined February 2013
United States134 Posts
April 04 2013 08:34 GMT
#2
great looking map! pathing very limited without destroying rocks, but i like it because that makes the attacking player have to do some work.
The forward third looks crazy hard to defend having three paths of attack to it
And this isnt probably the nicest comment, but i wouldnt use the char marsh tileset again (its just so hard to look at and like)
Corwin#12780
Qikz
Profile Blog Joined November 2009
United Kingdom12047 Posts
April 04 2013 10:12 GMT
#3
I really like that Tileset. Personally I think this map is really cool! :D
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Flummie
Profile Joined August 2010
Netherlands417 Posts
April 04 2013 11:20 GMT
#4
Looking really good o0 !!

Well done
ผมพยายามหาคำตอบอยู่ตลอดเวลา
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 04 2013 14:34 GMT
#5
Etcetc, overlord spot back of mineral line ZvZ etcetc.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Gfire
Profile Joined March 2011
United States1699 Posts
April 04 2013 15:06 GMT
#6
People are gonna hate the dark tileset.

I don't like the double-high cliff on the edge of the main since it makes it so hard to see the low ground around that mineral line in the lower right.

Dig the layout though.
all's fair in love and melodies
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 04 2013 15:08 GMT
#7
For all the people who complain about dark tilesets, so many maps have dark tilesets that I think more people actually like them, or at least like making them, than people dislike them. Apart from that, a lush beach like Ohana doesn't really suit the theme of this game as much as a things like a derelict space station or asteroid.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 04 2013 15:52 GMT
#8
I'm not sure how this map will play out, because of the flow of the expansions and i can't see a solid place to position the army after taking the third, evything becomes very scattered, but i can tell you that this map is a lovely thing, i just love the Char marsh, and atm im making a map on it.
One thing i have to agree with siskos is about the overlord spot, and in this map that would be easy to do, just add some doodads in that corner of the main that's almost on top of the natural minerals and then block it with pathing paint so no ground units can pass there, and then add some invisible LoS blockers mixed with doodads and there you have your overlord spot!

btw I almost forgot, what's the distance between main bases/main ramps?? that walking path looks really long.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Caviar
Profile Joined April 2011
70 Posts
April 04 2013 15:54 GMT
#9
I love the layout.

I think it could be a little more interesting if instead of the long diagonal rocks blocking off the middle instead you put two smaller maybe 6x6 (or what ever size) rocks on the top and bottom of the Xel Nagarestricting access to it and blocking movement between that area.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-04-04 17:59:32
April 04 2013 17:58 GMT
#10
Thanks to those who seem like the map. Now go get some games on it :D

As far as a few questions and comments:
On April 04 2013 23:34 SiskosGoatee wrote:
Etcetc, overlord spot back of mineral line ZvZ etcetc.

You can stick your overlord over the main section that is behind the natural mineral line. Creep does not reach that far, thus making it very difficult for queens to reach.

On April 05 2013 00:06 Gfire wrote:
I don't like the double-high cliff on the edge of the main since it makes it so hard to see the low ground around that mineral line in the lower right.

Dig the layout though.

Yeah, I'm not very fond of this happening either. Here, it's a minimal issue though, and easy to fix if it does become an issue. Would look something like this in game. + Show Spoiler +
[image loading]


On April 05 2013 00:52 Uvantak wrote:
I'm not sure how this map will play out, because of the flow of the expansions and i can't see a solid place to position the army after taking the third, evything becomes very scattered, but i can tell you that this map is a lovely thing, i just love the Char marsh, and atm im making a map on it.

Positioning would probably look something like this in PvZ and TvZ. Same thing without the wall in the non-Zerg matchups:
+ Show Spoiler +
[image loading]


On April 05 2013 00:54 Caviar wrote:
I love the layout.

I think it could be a little more interesting if instead of the long diagonal rocks blocking off the middle instead you put two smaller maybe 6x6 (or what ever size) rocks on the top and bottom of the Xel Nagarestricting access to it and blocking movement between that area.

Thanks! And yes, that is something to think about actually...
Former ESV Mapmaker | @Timetwister22
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 04 2013 18:13 GMT
#11
On April 05 2013 02:58 Timetwister22 wrote:
Show nested quote +
On April 04 2013 23:34 SiskosGoatee wrote:
Etcetc, overlord spot back of mineral line ZvZ etcetc.

You can stick your overlord over the main section that is behind the natural mineral line. Creep does not reach that far, thus making it very difficult for queens to reach.
Well, that doesn't really work, you can easily walk a queen there or just use one of your own overlords for air vision and hit it from the lowground.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 04 2013 19:11 GMT
#12
On April 05 2013 00:08 SiskosGoatee wrote:
For all the people who complain about dark tilesets, so many maps have dark tilesets that I think more people actually like them, or at least like making them, than people dislike them. Apart from that, a lush beach like Ohana doesn't really suit the theme of this game as much as a things like a derelict space station or asteroid.

As long as the map doesn't mess with the visual clarity of the game too much, I'm fine. Ohana had great visual clarity at least. Maps with dark lighting and too many particle effects on top of a dark tileset tend to be annoying to spectate, especially on a low-quality stream.
ㅇㅅㅌㅅ
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2013-04-04 21:43:55
April 04 2013 19:18 GMT
#13
First thought, the rush distances look absolutely enormous.
Second thought, the map is very tight-looking in a large number of places.
+ Show Spoiler +
[image loading]

A Zerg player will probably not want anything to do with the area in yellow, and so would expand the other way, along the red path, which is fine, since it expands away from your opponent's preferred line of army movement. A problem with this though is that the expansion is quite far away in this case. Also, a Protoss in general could set up pylons in the yellow area, utilizing the chokes but nullifying the rush distances. The red path itself is generally the path you'll want to take to attack, so I think moving the rocks from the first ramp onto the second(along the path) could be cool, so that taking the nearby detour path through the 3 o'clock base would be desirable until the rocks are down, but you don't have to knock down rocks to move out of your base.

Overall, I think a lot of the nuances of this map are cool though. I like how the center itself is set up, where you don't want to move an army through it, you only want the watchtower, which itself watches over the otherwise even pathing. However, I think a lot of these elements could work beautifully with a shorter rush distance, and maybe some opening up as well. The way it is now, I could see a P giving Z hell in several different places.

With the way these rocks are set up, shorter distances between players would be the first thing I'd look at. I could be full of crap though, since nothing can replace actual games. This is just my cursory analysis.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Munk200
Profile Joined November 2011
United States52 Posts
April 04 2013 19:41 GMT
#14
With the Ovie spot behind the nat. Just remove the main base part of it there, make it an air space. Will allow for ovies to sit there without being killed. It also makes the main slightly smaller so its not completely impossible for zerg to scout the tech of their opponent.
You cant choose what happens to you, you can only chose how to react.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 04 2013 22:16 GMT
#15
Yeah, would be a good change, I'm not sure what the purpose of that area is apart from hiding tech from scans, it allows you to park tanks and defend your natural more easily I guess.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
April 05 2013 06:36 GMT
#16
I love this map.

I'm of the opinion that long rush distances are necessary when you have a backdoor entrance to the natural.

How long would it take for a worker to scout the entirety of the main for any funny business like a cannon rush or proxy rax? It seems your mains are a little too big.

I think your biggest problem is the third. I'd suggest getting rid of the big blocker dividing the two primary attack points to the third and just slightly collapse the edges to create one big attack path into the third. That would create two points of attack for a player on 3 bases, similar to daybreak, except with those rocks to add a potential third attack path, which seems like it would be quite balanced.

You have four primary attack paths in the middle, but they're all identically sized at all their points, so there's no reason for a player to favor one attack path over another, making the outer two completely useless until a player takes a center base.
Laserist
Profile Joined September 2011
Turkey4269 Posts
April 05 2013 09:13 GMT
#17
I am not a map expert but from a player's perspective, layout is too dark to play many games on it. It affects your mood and psychology definitely.
“Are you with the Cartel? Because you’re definitely an Angel.”
Munk200
Profile Joined November 2011
United States52 Posts
April 05 2013 13:11 GMT
#18
For the people concerned with the main size, the picture is deceiving. The scale on the map is really nice. I personally like the way the 3rd is set up with the 2 slightly smaller chokes rather than 1 slightly larger choke. Makes for a more interesting game play and forces people to split their army's up.

You should try playing the map before making judgment.
You cant choose what happens to you, you can only chose how to react.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 05 2013 13:23 GMT
#19
On April 05 2013 18:13 Laserist wrote:
I am not a map expert but from a player's perspective, layout is too dark to play many games on it. It affects your mood and psychology definitely.
People get depressed from lack of bright colours? Sunlight okay, but that's to do with vitamin D. You don't get that from a screen.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 05 2013 14:00 GMT
#20
Although an obvious spelling mistake, it may be worth fixing.
On April 04 2013 16:58 Timetwister22 wrote:
Concpet
Mapmaker | Author of Atlas, Rao Mesa & Paralda
monitor
Profile Blog Joined June 2010
United States2409 Posts
April 05 2013 18:32 GMT
#21
Reminds me of the bw map with split paths... forgotten the name.

I like it. Kind of boring but seems to function like you want it too. I don't quite see your design intentions with the middle though. The rocks appear to be intended for the attack to break. Usually I like rocks that are intended to be broken by the defender. I support the idea of putting rocks at the tower instead.
https://liquipedia.net/starcraft2/Monitor
KapsyL
Profile Joined November 2011
Sweden704 Posts
April 05 2013 19:18 GMT
#22
Sort of reminds me of Felwood in world of warcraft. I like it. good job
Jurg Jurg Jurg
Fatam
Profile Joined June 2012
1986 Posts
April 05 2013 20:09 GMT
#23
On April 06 2013 03:32 monitor wrote:
Reminds me of the bw map with split paths... forgotten the name.

I like it. Kind of boring but seems to function like you want it too. I don't quite see your design intentions with the middle though. The rocks appear to be intended for the attack to break. Usually I like rocks that are intended to be broken by the defender. I support the idea of putting rocks at the tower instead.


Aren't rocks that the attacker wants to break the most common type??

Daybreak, Bel'shir Vestige, CK, Antiga, Icarus, Planet S, etc.
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
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 05 2013 20:23 GMT
#24
Point about rocks being broken by the defender is that they don't offer a real decision because you're defending, your army is sitting at home anyway so they might as well break rocks, if you are attacking you're facing the choice. Do I break the rocks so my re-enforcement arrive more quickly thereby now investing time but later saving it or do I not?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Gfire
Profile Joined March 2011
United States1699 Posts
April 05 2013 22:53 GMT
#25
Rocks that the attacker breaks makes sense from a design standpoint. In general the defenders advantage needs to start higher and decrease over time, which lines up with that. If the defender wants to change the battlefield, it's increasing the defenders advantage. That's not necessarily a bad thing, but I'd expect it to be less commonly used in map design.

We usually want rocks so it's a little easier to to take an expo but then not too turtly once it's up and running. And some game elements work in the opposite way so we might have to make up for them using the rocks. For example as Protoss, you need to be able to defend an expo while it's building, before your cannons get up or your nexus is done so you can photon overcharge. A rock can be good to help you with this, and it allows you to have a less turtly base.

Having rocks that the defender wants to break... Well, it can work but it seems a little less useful.
all's fair in love and melodies
mogoh
Profile Joined August 2011
Germany109 Posts
April 10 2013 16:59 GMT
#26
I want to play this map on EU. Please upload soon. =)
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-04-10 21:40:31
April 10 2013 21:28 GMT
#27
Map updated to version 0.2
-Doodads around the natural choke have been rearranged to make for an easier wall off.
-The low ground bases below the mains have been moved slightly forward. This is to make it easier to see the mineral lines over the double high cliff.
-Doodad and texturing touch ups.

The map is now published on NA, EU, KR, and SEA. Enjoy!
Former ESV Mapmaker | @Timetwister22
mogoh
Profile Joined August 2011
Germany109 Posts
April 24 2013 22:20 GMT
#28
Sorry, but I can't find it on EU.
Timetwister22
Profile Joined March 2011
United States538 Posts
April 25 2013 00:20 GMT
#29
On April 25 2013 07:20 mogoh wrote:
Sorry, but I can't find it on EU.


The editor said it was published, but I could not find it in game either. I re-published, and it now shows up in game. Thanks for letting me know!
Former ESV Mapmaker | @Timetwister22
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