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[M] (4) ESV Hidden Arbour

Forum Index > SC2 Maps & Custom Games
Post a Reply
Timetwister22
Profile Joined March 2011
United States538 Posts
May 06 2013 05:18 GMT
#1
[image loading]
[image loading]


NA EU KR SEA
By Timetwister22
v0.1

[image loading]

Playable: 154x154

Concept
+ Show Spoiler +
Twelve base 4p rotational maps are notoriously difficult to pull off correctly. This is because it is difficult to keep the thirds within a reasonable distance while keeping the nat to nat distance reasonable in close positions. I took the approach of having natural back doors that make the nat-nat rush distances longer, but when opened up, make the distance to the thirds shorter.

Where the thirds themselves are quite far compared to many maps seen on ladder, they are very easy to defend from ground attacks. In close positions, assuming you expand away from opponent, the path your opponent must take to directly attack your third is incredibly long and makes them very vulnerable to counter attacks or flanks. Any push into the area between your nat and third is hindered by several choke points for the defender to utilize.

This map should play more similar to a 2p map than a large 4p map such as Whirlwind due to the 12 base count and the distances between the bases. At the same time, this map is still able to deliver the random spawns that is offered from other 4p maps. This in itself makes the map stand out from other maps out there.


Tileset
+ Show Spoiler +

Shakuras Sand
Shakuras Dirt Cracked
Shakuras Rock Cracked
Aiur Grass
Monlyth Bricks
Typhon Stone Tiles


Aesthetic Shots
+ Show Spoiler +


[image loading]

[image loading]

[image loading]



Change Log
+ Show Spoiler +

None yet.


As always, feedback is more than welcome
[image loading]
Former ESV Mapmaker | @Timetwister22
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 06 2013 06:14 GMT
#2
I never thought to use the purple rock as a transitional texture when I used this type of tiles eat, nicely done looks pleasant!
Retired Mapmaker™
KingCorwin
Profile Joined February 2013
United States134 Posts
May 06 2013 07:59 GMT
#3
All of the bridges in this layout look like they would play out absolutely sick. I agree with etcetra, great job using the shakuras tiles as a transition. Also the little torches everywhere really give some much needed light to an otherwise dark map (which consequently makes the middle look really neat)
Corwin#12780
AlphaDog
Profile Joined June 2010
46 Posts
Last Edited: 2013-05-06 16:52:03
May 06 2013 16:51 GMT
#4
I like the scheme because you don't really see this kind of texture a lot in ladder, and mainly because the tribe-like environment feels very calm. For some reason, it reminds me of Diablo 3.
llIH
Profile Joined June 2011
Norway2147 Posts
May 06 2013 17:34 GMT
#5
Really well done. This is one of the better maps I have seen.
Cartman_
Profile Joined July 2012
119 Posts
May 06 2013 17:43 GMT
#6
I like the concept of this map (Bridge etc...) but I don't really like those aesthetics. I don't find it really beautiful (I talk about the colors with see there).

Anyway, a part the aesthetics & colors, I really think there are some good idea behind this map and i'd really enjoy to play it some times.

So it's a nice work overall =D
| SK Telecom T1 | --- | Bisu & BoxeR Forever, FanTaSy, INnoVation, Dark, soO, Dream <3 |
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 06 2013 18:31 GMT
#7
Layout is cool, I find it hard to look at though, kinda hurts.
SC2 Mapmaker
Syphon8
Profile Joined July 2010
Canada298 Posts
May 06 2013 18:41 GMT
#8
On May 07 2013 02:43 Cartman_ wrote:
I like the concept of this map (Bridge etc...) but I don't really like those aesthetics. I don't find it really beautiful (I talk about the colors with see there).

Anyway, a part the aesthetics & colors, I really think there are some good idea behind this map and i'd really enjoy to play it some times.

So it's a nice work overall =D


This is about where I'm at. Aesthetics are *really* hard to read, and I bet even harder under the minimap fog.
',:/
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