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[M] (2) ESV Sleepwalker

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-01-24 03:11:37
January 24 2014 03:09 GMT
#1
[image loading]
[image loading]

ESV Sleepwalker - version 0.1
Uploaded - [NA] [EU] [KR] [SEA]

[image loading]
+ Show Spoiler [analyzer] +
[image loading]


-Playable 128x144
-12 bases/10 expansions
-2 Xel'Naga Towers

+ Show Spoiler [closeups] +
[image loading]

[image loading]

[image loading]

[image loading]

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[image loading]


So this map's nothing too outrageous. It has 2 slightly unusual third bases, but again, shouldn't be problematic for players hankering for standard maps(hate you people btw). The main feature on this map is rocks, mainly rock towers, which need to be controlled, so you don't find one of your expansions getting screwed by harass. The expansion pattern overall should be reasonably flexible, and the watchtowers reflect this, being about equidistant from either player, so which way you expand will influence which one you want to control. The map overall should encourage players to be more active on the map, pushing forward to take space, despite longer rush distances. But who knows, this could all just be vacuous air-filler. I love that stuff. Go play the map, you guys.

+ Show Spoiler [changelog] +

0.1 - current version


Recent Works:

ESV Geryon
ESV Gorgas Marsh
ESV Orion


[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Gumdrop
Profile Blog Joined July 2012
United States35 Posts
January 24 2014 04:05 GMT
#2
I look at this and can't help but be awed.

I really like the vertical third base. It gives the defender the option to completely abandon the base while still being mostly safe or it gives the attacker the chance to cut the base off and do massive damage.

I will be studying this.
"Once more unto the breech dear friends, once more!"- Hamlet's King Henry
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2014-01-24 05:35:23
January 24 2014 05:21 GMT
#3
You should allow metal-style wall off maybe

edit: nvm but could be cool to open third and then allow metal wall in
Mapmaker of Frost, Fruitland and Bridgehead
skdeimos
Profile Joined May 2013
Canada155 Posts
January 24 2014 05:24 GMT
#4
Wow, really nice design of the main-nat-third. I love it. The paths through the centre are great too. Well done!
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
January 24 2014 07:13 GMT
#5
I´m already in love. There´s plenty of chokes and highground to defend right to the middle, 3rd/4th bases are easily harassable and there´s plenty of attack paths. Oh, and it´s stunningly pretty.
TheFlexN
Profile Joined March 2012
Israel472 Posts
January 24 2014 08:42 GMT
#6
Ok, I cant find flaws on this map. I love the main/nat/3rd design, the middle looks to be amazing I love the pathway you have there, not just a boring corridor nor a random open arena, the area that is from the main ramp that goes to the corner with the optional 3rd (not the area that goes to the nat, [12, 11], [6, 5] oclock bases) looks so good, 4 ramp, 4 entrances, 3 rocks and that 1 los blocker, that whole area is, to me at least, the highlight of the map design, this is the Cloud Kingdom of HotS, I want this on ladder.
You better do a lot of noise around this map, its extremely good.
I am adding this to my "favorite maps of all time" list.
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
Elche
Profile Joined June 2011
Finland170 Posts
January 24 2014 13:37 GMT
#7
Great looking map once again. I really should take note from your maps on how to fit so features on a map without it looking cramped.

Only critique I have is that I wish the center of the map was a bit more open.
I feel this map might promote basetrading since it seems to be difficult to get back to your base or the other side of the map (Top Right/Bottom Left) through all the narrow chokes and ramps.
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 24 2014 19:04 GMT
#8
On January 24 2014 22:37 Elche wrote:
Great looking map once again. I really should take note from your maps on how to fit so features on a map without it looking cramped.

Only critique I have is that I wish the center of the map was a bit more open.
I feel this map might promote basetrading since it seems to be difficult to get back to your base or the other side of the map (Top Right/Bottom Left) through all the narrow chokes and ramps.

Well, the map has 2 open centers, connected by a bridge, moving through the actual middle isn't supposed to be that good.

But yeah, glad to see people like the map
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 24 2014 19:12 GMT
#9
I feel like the two ramps I circled could be 1 size bigger. Green = Add some LoSB.

Also feel you could move the 3&9 bases a bit to give that vertical 3rd a little extra space. It seems very tightly packed by that base.

The map looks great, love the texturing.

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
January 24 2014 20:25 GMT
#10
the rocks blocking the third is actually quite ingenious.

i agree with sidian, you should separate those bases a little more.

also, your map is super tight. you need to open up a lot more for more easier army mobility. otherwise its gonna be funnel vs funnel battles. no good. try to widen some areas.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 27 2014 12:48 GMT
#11
Third base copy of Viper Pit
Retired Mapmaker™
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 27 2014 14:38 GMT
#12
I love the map.

I'm kind of interested to see how the highground over the third would play out. The rocks blocking the short route make it safe, but then the high ground makes it vulnerable. I think it will make fantastic positional play.

Cereal
TheFlexN
Profile Joined March 2012
Israel472 Posts
January 27 2014 15:03 GMT
#13
On January 27 2014 21:48 eTcetRa wrote:
Third base inspired by Viper Pit

Fixed for you
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 27 2014 21:46 GMT
#14
On January 27 2014 21:48 eTcetRa wrote:
Third base copy of Viper Pit

You'll have to refresh my memory, I don't remember bad maps :o
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Gumdrop
Profile Blog Joined July 2012
United States35 Posts
January 27 2014 22:29 GMT
#15
I have played on the map myself with a buddy. We played a PvT on it.

Umm... I think the rocks at the third base need to be moved or something needs to be done. I was able to shoot at them with a small squad of marines and then do a big drop to kill his third before the Protoss could properly defend himself. Not to mention I shut down his fifth base by knocking down the rocks while I had map control.

All of the above being stated, I love the idea of dynamically rewarding map control, I just feel that this map makes it a little too good.

It might balance out if the Protoss opens with 1-2 stalkers and uses them to run around the map, kill the Terrans rocks at his third, and then killing the rocks at the fifth while leaving a probe in the Terran natural fifth to set up pylons later. idk though, the Protoss I played never did that to me on that map.
"Once more unto the breech dear friends, once more!"- Hamlet's King Henry
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 27 2014 22:39 GMT
#16
On January 28 2014 07:29 Gumdrop wrote:
I have played on the map myself with a buddy. We played a PvT on it.

Umm... I think the rocks at the third base need to be moved or something needs to be done. I was able to shoot at them with a small squad of marines and then do a big drop to kill his third before the Protoss could properly defend himself. Not to mention I shut down his fifth base by knocking down the rocks while I had map control.

That's the exact sort of play the map was designed to create. The map was created so that even small groups of units can be very powerful - be it by securing vision, or by taking advantage of a blind spot. Whether it's too good I can't say, a larger sample of games would be ideal to figure that out, it could simply be that your opponent got punished for lack of map awareness, whilst you were playing to the map, which sounds pretty cool to me. Hard to say for sure either way, though.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
jamesapjoyce
Profile Joined August 2012
61 Posts
January 31 2014 12:53 GMT
#17
nice map!
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