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[M] (2) ESV Sentinel March

Forum Index > SC2 Maps & Custom Games
Post a Reply
Timetwister22
Profile Joined March 2011
United States538 Posts
August 27 2013 21:10 GMT
#1
[image loading]
[image loading]


NA EU KR SEA
By Timetwister22
v1.0


[image loading]

Playable: 128x144

Concept
+ Show Spoiler +
This map is a bit experimental. The idea of the map was to encourage mid-late game aggression without necessarily forcing 2 base play. The third design will allow a third to be taken against 2 base play, yet the third is vulnerable to harass. Taking the gold fourth base greatly opens up harassment options for your opponent, yet rewards you with a higher income. Additionally, with only 5 bases per player, and one being a fast mining gold base, lategame should be tense as players fight for resources.

In all, I intended to step away from the standard 'macro til maxed' style map, and put a focus on constant aggression.


Tileset
+ Show Spoiler +

Aiur Tiles
Aiur Dirt
Aiur Grass
Aiur Grunge
Aiur Small Bricks
Tarsonis Rubble
Aiur Rock

Aiur Manmade Cliffs
Korhal Wastes Organic Cliffs

Agria Lighting


Aesthetic Shots
+ Show Spoiler +


[image loading]

[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
Jazzman88
Profile Joined January 2012
Canada2228 Posts
August 27 2013 21:19 GMT
#2
I actually really like the design here and think that it certainly forces a lot of map awareness.

Has the map been playtested yet? The size of the mains is difficult to tell - how does Blinkstalker fare on this map? I ask because Yeonsu which just got added to ladder has been brutal if the Protoss goes Blinkstalker allin TvP, and I don't want 5 copies of Star Station which is like LOL I HAVE BLINK BITCHES DIE around.
Sumadin
Profile Joined August 2011
Denmark588 Posts
August 27 2013 21:23 GMT
#3
Hmm yea, 4.5 bases per player is... intresting. It is one of those features that could be really cool, but also have a huge potential to cause massive race imbalance due to how limited reassources work for each race. Zerg would be my primary concern here.

I like the setup of the third. It is safe theoratically, but in reality extremely exposed to harrass. But again, Zerg which relies alot on queens will have a much harder time defending against this harrass. Creep will take forever to spread to that location.

Intriguing design, but it does leave me concerned.
The basic key to beating a priest is playing a deck that is terrible.
Timetwister22
Profile Joined March 2011
United States538 Posts
August 27 2013 21:30 GMT
#4
On August 28 2013 06:23 Sumadin wrote:
Hmm yea, 4.5 bases per player is... intresting. It is one of those features that could be really cool, but also have a huge potential to cause massive race imbalance due to how limited reassources work for each race. Zerg would be my primary concern here.

I like the setup of the third. It is safe theoratically, but in reality extremely exposed to harrass. But again, Zerg which relies alot on queens will have a much harder time defending against this harrass. Creep will take forever to spread to that location.

Intriguing design, but it does leave me concerned.


With the bases being so spread out, and the power of mutalisks, I think zerg will be fine. Zerg will have the easiest time denying the fifth, mutas/static defense should fair just fine vs drops. Don't forget, zerg can nydus in parts of the long narrow path to the third that's hidden by fog of war, which will open up some nice harass options other than mutas.
Former ESV Mapmaker | @Timetwister22
Fatam
Profile Joined June 2012
1986 Posts
August 27 2013 21:33 GMT
#5
reminds me of a superouman concept i saw linked in the cave once a long time ago, don't remember the name
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
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 27 2013 22:18 GMT
#6
On August 28 2013 06:30 Timetwister22 wrote:
Show nested quote +
On August 28 2013 06:23 Sumadin wrote:
Hmm yea, 4.5 bases per player is... intresting. It is one of those features that could be really cool, but also have a huge potential to cause massive race imbalance due to how limited reassources work for each race. Zerg would be my primary concern here.

I like the setup of the third. It is safe theoratically, but in reality extremely exposed to harrass. But again, Zerg which relies alot on queens will have a much harder time defending against this harrass. Creep will take forever to spread to that location.

Intriguing design, but it does leave me concerned.


With the bases being so spread out, and the power of mutalisks, I think zerg will be fine. Zerg will have the easiest time denying the fifth, mutas/static defense should fair just fine vs drops. Don't forget, zerg can nydus in parts of the long narrow path to the third that's hidden by fog of war, which will open up some nice harass options other than mutas.


Yea I don't really see how Zerg ever takes a 3rd base here, let alone a 4th. How does one deal with drops at that location? void rays? Not to mention that Protoss and Terran is being given a 3rd base behind a single choke. Mutalisks on 2 bases are not as good as mutalisks on 3 bases. Until we start seeing Nydus play in pro games I don't think that is going to be a viable option to harass (300 gas!) I think if you get rid of the rocks at the gold base then at least a zerg player has the option of taking that as a 3rd against a fast CC / FFE. That base is very exposed as it is. I know its inelegant, but maybe block that base with a neutral engineering bay or neutral creep tumor instead?

That said, it's a very interesting concept, having the 3rd far by ground but with no extra choke to defend. Having only limited bases after that is also another concept so we are really in uncharted territory.
~ ~ <°)))><~ ~ ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 27 2013 22:32 GMT
#7
Nicely executed, I like how this looks since last time I saw it! I would change a couple little things but I have no big complaints and the aesthetics fit the concept nicely somehow. Best kind of map, opportunity for both players to throw things at each other while defending the same, whoever plays better wins, not just build orders. Would love to see some games on it, and if anyone wants to play hit me up.
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
August 28 2013 02:00 GMT
#8
I am a little surprised about some of the comments, I think that zerg would actually be the favorite on this map if they denied the third while taking one of their own. If anything this map just encourages different play styles so that is a good thing. +1
SC2 Mapmaker
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 28 2013 06:03 GMT
#9
On August 28 2013 06:33 Fatam wrote:
reminds me of a superouman concept i saw linked in the cave once a long time ago, don't remember the name

Yinfei. Don't worry, he didn't remember what it was called either. Weird, since he shamelessly stole Superouman's kick-ass idea, almost identically.

Anyway, here's to the comeback of 2p maps!

*burp*
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2013-08-28 11:02:19
August 28 2013 11:01 GMT
#10
That's a really fucking sweet map I'd like to see played. Not too easy to turtle and some very unique things about it.
Nicely done.

However, how do you fail to mention that this map's major source of inspiration was Superouman's Yinfei?
+ Show Spoiler +

[image loading]
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
August 28 2013 11:41 GMT
#11
Like Yinfei more to be honest, it gives you a choice between a more normal third and that thing.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 28 2013 16:52 GMT
#12
On August 28 2013 20:41 SiskosGoatee wrote:
Like Yinfei more to be honest, it gives you a choice between a more normal third and that thing.

I kind of agree, but this one accomplishes maintaining the potential manic aggression throughout the game as opposed to an early midgame dominated by large strategic choices. I like both.
Comprehensive strategic intention: DNE
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
August 28 2013 17:29 GMT
#13
This may be the closest SC2 gets to having a Heartbreak Ridge clone that works.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
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