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[M][2] Neo Emerald Plaza - Page 4

Forum Index > SC2 Maps & Custom Games
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IeZaeL
Profile Joined July 2012
Italy991 Posts
January 17 2015 18:11 GMT
#61
Published a small update to include Sidian's suggestion with the gold base. Keep in mind nothing is set in stone atm and im still planning to change the maps. I both loved and hated those gold rocks T.T
Author of Coda and Eastwatch.
Antares777
Profile Joined June 2010
United States1971 Posts
January 17 2015 18:51 GMT
#62
You put a tremendous amount of effort into doodads and textures, which really paid off! Those Protoss structures are really cool.

I'm going to reiterate some concerns about choke points - like Sidian brought up, your largest ramps are 3x and some of them are blocked off by rocks. My understanding is that you want the center of the map to be relatively isolated from the side lanes, at least during the early-to-mid game. The problem with this is that by late game, the chokes may be too small.

It's really difficult to suggest changes that wouldn't interfere with the theme of the rest of the map. I think you could get away with making the 1x blocked ramp a 2x blocked ramp. You may want to increase the 2x ramp from the high yield expansions that leads to the naturals to a 3x one. The reasoning behind that is that pathway is going to be one of the more important ones early game since it's the only open one that can lead you the opponent's third.

I really love the design for the map. The two entrance natural is something that I've tried before, but never got it down as well as what you've done here. I also love how proxy-friendly this map is. There are many places to hide proxies which is exciting (and scary) to think about. Players better scout well!

IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-01-20 20:30:56
January 20 2015 20:30 GMT
#63
Updated the map one more time , fixing some pathing bugs and changing the highground third's big ramp to a 4x from 3x. Feel free to play it even vs AI , I appreciate all the replays , they're very useful when trying to change something.
Author of Coda and Eastwatch.
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 30 2015 18:26 GMT
#64
TLMC and Mapximum Update.
[image loading]

Changelog ;
1. Gold bases now normal bases, with rocks covering one of its sides
2. Center north-south bases are now slightly rotated to reflect the map flow
3.Natural ramp is now 1square away from the natural choke. Should allow for easier simcity
4.Highground third/fourth allows for easier simcity and building placements

This update hopefully brings the map back to its old tug of war in the early game gameplay , while providing other attack paths to use in the mid-late game.

Gl,hf.
Author of Coda and Eastwatch.
Antares777
Profile Joined June 2010
United States1971 Posts
January 30 2015 19:27 GMT
#65
I really like these changes. Much of the map is inaccessible until rocks are destroyed, but it's balanced across both sides. It will be really cool to see how games unfold on this. I was unsure about how balanced the map was before in my initial feelings, but the layout currently is very clever, seems balanced, and is really unique.

Your map is amazing! Great job, and good luck in the competitions!
Blizzkrieg
Profile Joined March 2014
95 Posts
January 30 2015 22:25 GMT
#66
Someone call me when this map wins the contest.
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 31 2015 01:23 GMT
#67
I want to like this map as much as everybody else but I still think you should add a path from the middle to the bottom/top centers. It is interesting how the early aggressive will go through a tight choked off middle, but I feel like anything after early game aggressive could get very split-map and quite dull.

[image loading]

Remember, it's a fairly small horizontal map, only 124 map bounds and from looking at that image you can basically hold 4 base on a 2x wide ramp and a 1x wide ramp. It gets even easier as terran if you place a sensor tower at the pink location because that's such a long ground path to go that route you'll have plenty of time to react if the enemy takes that path. Even protoss could put a pylon up by the rocks to detect if the enemy is coming, and zerg will have creep / overlords in the area.

Maybe it's just me, and I know I already said this already, and I believe you said you weren't going to change it up, but I'd still love something like this instead: (awesome photoshopping!)
+ Show Spoiler +

[image loading]


Either way, best of luck with it in Map-ximum and TLMC, it still is quite the solid map.
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.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 31 2015 13:31 GMT
#68
Your photoshopped version is basically an entirely different map Sidian. Not necessarily better or worse, but radically different from the ideas the current version is trying to explore. That said some larger ramps going from the high ground to the center would probably be useful come midgame.
Administrator~ Spirit will set you free ~
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 31 2015 14:00 GMT
#69
Yeah gotta agree with Plexa here, you're destroying the whole concept of having a central path and two parts around it.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 31 2015 16:30 GMT
#70
Sidian your idea totally kills the concept <3
Following Plexa advice , I made the central ramps from x2 ---> x3 and adding a second set of rocks on top of it. So the map is still a bit more open in the mid-late game , but blocked in the early , as breaking only 1 of the rock will create a 1x choke , wallable nimbus style with barracks+depot. Thoughts?

[image loading]
Author of Coda and Eastwatch.
treebog
Profile Joined December 2014
United States1 Post
February 04 2015 02:08 GMT
#71
The map on ladder does not have the destructible debris at the 4 and 10 o clock position. Was the latest version never uploaded? It seems like a really cool map and I want to try it out.
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 04 2015 05:17 GMT
#72
I forgot to update the thread ! Was planning to do so after tlmc
Author of Coda and Eastwatch.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 25 2015 00:58 GMT
#73
Sucks that this didn't place in the top 3, I really hope that we get it anyway, just like with Foxtrot last season!
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 25 2015 01:29 GMT
#74
Blizzard loves variety on the map pool, I wouldn't be surprised or mad at all if Neo Emerald made it.
@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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 25 2015 01:36 GMT
#75
Blizzard should listen to their community beta mapper.
Comprehensive strategic intention: DNE
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 25 2015 03:16 GMT
#76
On February 25 2015 10:29 Uvantak wrote:
Blizzard loves variety on the map pool, I wouldn't be surprised or mad at all if Neo Emerald made it.


Well I figured after we got so many Blizzard maps this season, we might get a disproportionate number of community maps next season. So everyone's would fit. :D
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 25 2015 05:09 GMT
#77
I dont mind
Author of Coda and Eastwatch.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 25 2015 05:55 GMT
#78
On February 25 2015 12:16 pure.Wasted wrote:
Show nested quote +
On February 25 2015 10:29 Uvantak wrote:
Blizzard loves variety on the map pool, I wouldn't be surprised or mad at all if Neo Emerald made it.


Well I figured after we got so many Blizzard maps this season, we might get a disproportionate number of community maps next season. So everyone's would fit. :D

Don't worry, they'll keep Secret Spring and Inferno Pools because they "really want to see how the innovative ideas that can be found in these maps play out in the long run".
But yeah hopefully NEP make it to the ladder as well, it's really fun to play on.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 25 2015 18:45 GMT
#79
updated the thread hopefully without formatting issues.
Author of Coda and Eastwatch.
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 23 2015 18:48 GMT
#80
I guess its that time of the year...

Update time

[image loading]
Author of Coda and Eastwatch.
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