• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:46
CEST 16:46
KST 23:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy12ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple5Aligulac acquired by REPLAYMAN.com/Stego Research3Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational Weekly Cups (March 23-29): herO takes triple Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Ro24 Group E [Megathread] Daily Proleagues [ASL21] Ro24 Group D [ASL21] Ro24 Group C
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2530 users

[M] (2) ESV Ravage by IronManSC - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-04-23 22:35:50
April 23 2013 22:32 GMT
#21
On April 24 2013 07:28 monitor wrote:
Middle is better, fourth is better. Open third is worse and I don't like the new ramps at the central bases. Not a fan of the watchtowers either... just remove them. XNT are out of date!

The third area is still the weak point of the map. It is oversized and has a useless path. I really don't like that kind of thing in maps, because it detracts from the gameplay. Honestly when something like that appears in one of my maps, I try to rethink the design. On Ravage, I advise altering the highground near the third to make better use of the space.



I agree on the fourth/third area issue.

this can totally be dealt with by redesiging the left and right edge and playing around with the 5/11 base under the main. this would also make the map smaller (width).

yet this would also effect the middle bases and would lead to a new design of the middle.such big changes were not part of the deal. i only wanted to highlight some problems and suggest some changes. I just hope IronMan picks something up from this cause I would hate too see such a middle on ladder
Gfire
Profile Joined March 2011
United States1699 Posts
April 23 2013 22:47 GMT
#22
I think the thirds/fourths are good here, although since he added the rock the emphasis has been taken away from the side paths. I was imagining them being 9 squares wide with the rocks and then wider without them, so that can be a major attack point into the third. Of course the third overall would be pretty open then, so maybe a 2-square reduction in the size of the other choke. Mainly it's in front of the nat which is really open, not the third itself. Maybe a rock tower that can fall onto that space or onto that 4p ramp or something?

Third's really not to big because you have to remember there will be a main building there. Once you drop that, the space around it is around the same width as it should be, maybe just a bit big. It's not an awful cramped third like CK/DB where the attacker has an advantage because you have to squeeze past your own nexus. Maybe you could trim it down just a bit so it sticks out the same amount as the main/nat, and pull the map bounds in to match. Just like two squares.

I do think I would have tried to fit it into smaller bounds if it were me but... It actually doesn't matter.

I think the 3p ramp heading up into the middle could be 4p as well so it's a bit more open, being a major path.
all's fair in love and melodies
Bionicrm
Profile Joined June 2012
United States116 Posts
Last Edited: 2013-04-23 22:56:45
April 23 2013 22:53 GMT
#23
I like it a lot! The middle looks a little crammed around the XWT though.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
April 23 2013 23:45 GMT
#24
This feels like the lovechild of Ohana and Cross Point (a.k.a. Spring) -- more interesting than both, imho.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 24 2013 00:03 GMT
#25
Poll added to OP.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Whitewing
Profile Joined October 2010
United States7483 Posts
April 24 2013 00:07 GMT
#26
On April 24 2013 03:39 DarkLordOlli wrote:
That third seems a little hard to hold for protoss especially, other than that I think it's a great map!


Actually I think it looks okay, as long as you take the one below your main, and you wall off again as you expand vs zerg. Vs terran it looks fine.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2013-04-27 00:07:14
April 26 2013 23:16 GMT
#27
ESV Ravage now published as 1.2 on all servers

Pictures and changelog are updated in the OP.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
April 26 2013 23:35 GMT
#28
I don't really like how you isolated the fourths from the middle sections like that.

Did you get rid of the doodads I put by the watchtower? I worked for ten minutes to make that perfect! Really without those though the positional balance is off, since the water pits are different shapes.

I noticed you added some doodads in those low ground spaces by the rocks... I just feel emotionally invested now since I worked on the pathing in there. I want to make sure it's still all polished.

We didn't really come to a conclusion about the space in front of the nat... Fine as is at least for now I'm sure but we should discuss it some more.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2013 15:27 GMT
#29
ESV Ravage confirmed a TLMC2 finalist! I may run a few days where I do live map testing.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2013-05-22 20:43:02
May 22 2013 20:31 GMT
#30
Map has been undergoing some potential design changes for TLMC2. So far, this is the final potential product (though not published):

[image loading]

Changes:

1) Side paths raised to high ground. This was done to emphasize more usage for the side paths. The 4ths in the corners are incredibly easy to take, so they should be harder to defend by allowing an attacker's advantage with the use of highground pathways on the sides.

2) Ramps re-textured. The ramps were messy with texturing, so they were cleaned up.

Poll: Good changes?

yes (16)
 
80%

no (4)
 
20%

20 total votes

Your vote: Good changes?

(Vote): yes
(Vote): no

SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
May 22 2013 22:26 GMT
#31
I like the changes, but the top right/bottom left feel a little bare in the texturing/doodad department compared to the rest of the map. Are you still working on those?
Twitter: @iamcaustic
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
Last Edited: 2013-05-22 23:03:31
May 22 2013 23:02 GMT
#32
There's only two reasons I dislike this map and both of them are kind of personal to me. I'm not really a huge fan of 2 player maps as I feel they lead to quite linear games and the only other huge thing for me personally is I'd sadly have to veto it if it made ladder as mech seems after playing a few games very, very hard to ever push out onto the map due to all the counter attack paths and somewhat lack of any good defendable positions with smaller armies.

Outside of those two things and after obsing some games here yesterday, it's probably a solid map and the majority will get on with it, so once again good job. ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-05-22 23:45:29
May 22 2013 23:38 GMT
#33
Why does a highground ramp 10 squares away from in-range of the 4th matter? (It does... but not very much, and not directly.) About the highground specifically...

I don't think this change really addresses the problem. That ramp makes it slightly more difficult for the defender to chase the attacker away. It provides the attacker with a place to sit that is psychologically daunting to the defender. I'm not sure this really accomplishes that much. Here's why.

When attacking, especially at the 4base stage of the game, you are looking to cash in on a military/tech advantage that you have been building towards. It can be a deliberate timing by design, or an opportunity that the attacker noticed. Either way, you believe you can overpower the defender and cause damage. This might be a window where you win an engagement and kill workers / snipe a base while they are retreating and gathering reinforcements. It might be a situation where the defender knows they can't take the fight and concede the territory, effectively sacrificing the expansion. In any case, the attacker will attempt to isolate the target of the attack. This would mean interposing their army between the 3rd and the 4th base, which is the only place that keeps the defender away. (Exempting the bizarre circumstance of the defender's forces being at the outside pathway vertical from the 4th.) In order to accomplish this, it makes more sense to push into/around the 3rd, then head for the 4th. Day9 refers to this as a "cut in".

The new double-lane route between the 3rd and 4th provides the terrain for this perfectly. The highground outside path and the angle of the ramp don't really do anything for it.

Moreover, the angle of the ramp makes it really hard to engage down onto the lowground if there is a defensive concave already prepared. Since the outside route takes longer to move through than it does to reposition from the 3rd ramp to the outside ramp, this should be possible for the defender most of the time.

This leaves the possibility of the outside route to have the emphasis as a harass route. In that case, the highground doesn't really matter because it's not in range of the base, and the angle isn't great, so that role for the outside route isn't particularly improved either.



All things being equal, position typically favors the defender since they are generally local and have time to set up vs an army coming from across the map. One way to change this is by providing advantageous terrain for the attacker which would allow attacks based on positional superiority that wouldn't be possible solely based on the state of the military/tech. In trying to emphasize an attack route, you need to give it positional advantages that the other attack routes don't offer.

If you want the outside route to be useful as an attack route, it should open into a widening neck, one side of which leads directly to the base. This will allow the attacker to adjust their angle to threaten the base and/or "get outside and around" the defensive position.

The highground isn't bad per se, I mean why not. It's just not going to do that much. The new connectivity between the mid-3rd ramp is a lot more useful, so that's a good change, but it actually reduces the usefulness of the outside route comparatively.

The cost of the path increase for the outside route needs to be offset by a vastly improved attack angle.

+ Show Spoiler [picture] +

[image loading]

I think something like this would be much more effective for the stated goal.
Comprehensive strategic intention: DNE
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-23 08:34:49
May 23 2013 08:32 GMT
#34
Also, the third is a lot better now. More interesting this way.

One thing that really holds me back from loving this map is how incredibly blend it looks colorwise. That plain sand look is just way too dominant for my liking and there is nothing to spice things up for me.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 05 2013 16:39 GMT
#35
ESV Ravage has been updated. Instead of updating ESV Ravage, however, the updated version will simply be the TLMC version, which is uploaded as [TLMC] Ravage.

The overview in the OP is updated. Here are the changes:

1) Corner bases (bot left/top right) have been transformed. pathways between the 3rd and 4ths were changed.

2) Ramps widened on side highground paths.

3) Found some pathing issues near the side paths, they were fixed.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Fatam
Profile Joined June 2012
1986 Posts
June 06 2013 00:52 GMT
#36
highground change is good. emphasizes map awareness and positioning vs just defending at your base.
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
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 10 2013 19:03 GMT
#37
Just want to give an update, I have several design changes around the 3rd and 4th bases that I am currently working on. This is merely just a back up in case ravage is considered for a future ladder season. I am well aware of many of the concerns, such as the 3rd being too open, the 3rd/4th transition being boring, and so forth. I am addressing these problems, but they are not considered, revealed or finalized until I know for sure Ravage will go somewhere. Right now we just need to wait and see how Ravage does in the TLMC2 results.

Thank you all for the support thus far!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 11 2013 18:45 GMT
#38
Map & Thread updated!

ESV Ravage is now official. After the TLMC2 tournament, I performed several balance changes to it and tried to clean it up as much as possible. The thread (OP) will contain all the details, such as change log, pictures, and overview. ESV Ravage is also published to all servers as version 1.4

Map will be submitted to Blizzard for review if they request it for ladder consideration.

Thank you all for your support, and enjoy the map!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2013-06-12 00:00:03
June 11 2013 23:59 GMT
#39
Wow this new update is awesome, now I regret that I didn't vote for this map
I really wish it's going to get added on the ladder next season ! Great job once again IronmanSc !
rly ?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 12 2013 01:30 GMT
#40
imo this map has gotten worse with every update. does anyone else feel this way? (this is not a reflection on ironman, it's more an observation about how starting in one place and applying the strictures of sc2 mapmaking is not always a recipe for honing in on a good form.)
Comprehensive strategic intention: DNE
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
11:00
Group B
WardiTV881
IndyStarCraft 202
TKL 173
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .302
IndyStarCraft 202
LamboSC2 192
TKL 173
ProTech123
Rex 98
ForJumy 1
StarCraft: Brood War
Bisu 3592
PianO 1313
EffOrt 1244
Mini 1057
Larva 868
Stork 609
actioN 556
Snow 462
firebathero 335
Hyuk 215
[ Show more ]
hero 210
Soma 144
Barracks 101
Aegong 100
Dewaltoss 97
Sea.KH 85
sSak 77
Backho 69
ToSsGirL 50
Sharp 45
[sc1f]eonzerg 42
sorry 32
Shine 22
JulyZerg 20
GoRush 18
Noble 15
Bale 14
Terrorterran 13
SilentControl 10
Dota 2
qojqva2789
syndereN458
BananaSlamJamma445
Counter-Strike
pashabiceps1742
kennyS940
byalli235
edward50
fl0m30
Other Games
singsing2348
Liquid`RaSZi1070
B2W.Neo912
hiko763
Lowko363
crisheroes296
DeMusliM191
XaKoH 137
Fuzer 136
QueenE110
Sick90
Mew2King74
oskar30
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• musti20045 24
• iHatsuTV 13
• LUISG 9
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV686
• lizZardDota247
League of Legends
• Nemesis3498
• TFBlade961
Upcoming Events
PiGosaur Cup
9h 14m
Replay Cast
18h 14m
Afreeca Starleague
19h 14m
BeSt vs Leta
Queen vs Jaedong
Replay Cast
1d 9h
The PondCast
1d 19h
OSC
2 days
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
3 days
RSL Revival
3 days
Maru vs MaxPax
BSL
4 days
[ Show More ]
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
BSL
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS6
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.