• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:45
CET 20:45
KST 04:45
  • 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
TL.net Map Contest #21: Winners8Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
5.0.15 Patch Balance Hotfix (2025-10-8) RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1802 users

[M][2] Neo Emerald Plaza

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-04-23 18:46:55
October 11 2014 18:57 GMT
#1
Neo Emerald Plaza RE
126x150
Published on NA , EU
Mapximum2 2nd place & Team Liquid Map Contest5 6th place & MotM January 2015 1st place


[image loading]

Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]







Twitter : @IeZaeLSC2Maps
Author of Coda and Eastwatch.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 11 2014 19:07 GMT
#2
Very nice map, I like it a lot, especially the ambiguity between the central, low ground part and the two high grounds as attack paths
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Hexe
Profile Joined August 2014
United States332 Posts
October 11 2014 19:32 GMT
#3
Wow. Awesome design.
Unsane
Profile Joined September 2010
Canada170 Posts
October 11 2014 20:09 GMT
#4
I read Emerald pizza, please help me.

On a serious note, could we have an analyzer?
"What is the plural of y'all? All y'all." -Day9
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 11 2014 20:37 GMT
#5
Here you go

+ Show Spoiler +
[image loading]
Author of Coda and Eastwatch.
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
Last Edited: 2014-10-11 20:54:16
October 11 2014 20:49 GMT
#6
Seems like a map that would make terran players cry.
On the other hand the map has some ridiculous proxy pylon/oracle placements so it would probably make zergs cry too :D
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 11 2014 21:47 GMT
#7
Map from the map art section? Nice! i like it
10%
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
October 11 2014 21:53 GMT
#8
Is it possible to warp/blink into the main from the third? They're on the same level, right?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 12 2014 10:23 GMT
#9
On October 12 2014 06:53 Yonnua wrote:
Is it possible to warp/blink into the main from the third? They're on the same level, right?

No you cant warp in from the third to the main. Would be too imba. Doodads are there for a reason.
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-10-12 11:01:14
October 12 2014 10:59 GMT
#10
Is it even possible to do a nexus wall? Not being able to wall normally is already bad, lack of nexus wall basically kills it.

Great layout otherwise.

edit: didn't notice that literally the entire side is blocked off by rocks, pls disregard the previous complaint.
vibeo gane,
algue
Profile Joined July 2011
France1436 Posts
October 12 2014 11:06 GMT
#11
The Xel Naga tower is so cool ♥_♥
rly ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 12 2014 11:12 GMT
#12
Thanks!
Author of Coda and Eastwatch.
[PkF] Wire
Profile Joined March 2013
France24233 Posts
October 12 2014 16:10 GMT
#13
On October 12 2014 19:59 -NegativeZero- wrote:
Is it even possible to do a nexus wall? Not being able to wall normally is already bad, lack of nexus wall basically kills it.

Great layout otherwise.

edit: didn't notice that literally the entire side is blocked off by rocks, pls disregard the previous complaint.


Yeah, the rocks should buy a Protoss enough time to kill the collapsible rocks and hold his natural. It's quite a clever and interesting map.
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 12 2014 17:13 GMT
#14
Not only that , this map rewards intelligent positioning and costant scouting & harass. You also have to be very careful for example in pvz killing the collapsible rocks , you may end up with some zerg imba contain in your third
Author of Coda and Eastwatch.
[PkF] Wire
Profile Joined March 2013
France24233 Posts
October 12 2014 17:20 GMT
#15
Well I don't see how to properly defend the natural if you don't kill the rocks. If I had to play the map I would probably wall off the natural ramp, kill the collapsible rocks and kill the rocks again to expand, which is not ideal but is the only way I see with my style. By the way I wanted to playtest it for PvZ but couldn't find the map, isn't the map uploaded on NA ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 12 2014 17:39 GMT
#16
Now it is. Uploaded on na and eu.
Author of Coda and Eastwatch.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 12 2014 19:10 GMT
#17
Very cool map. Great job.
Administrator~ Spirit will set you free ~
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-10-13 04:09:14
October 13 2014 04:09 GMT
#18
I suggest removing the colapsible rocks between the natural and third, since third base is already exposed. Unless you want squashed bugs and protoss 2 base all ins.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
October 13 2014 08:04 GMT
#19
Sweet design. I desperately need to see some games on this map. The idea of taking the gold as your third to put pressure on the opponent's non-gold third is making me very, very excited.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Pino
Profile Joined June 2013
1032 Posts
October 13 2014 08:52 GMT
#20
I can't wait to see it in the motm vote nice job
SwedenTheKid
Profile Joined July 2014
567 Posts
October 29 2014 02:53 GMT
#21
Amazing map. Love the innovative natural choke as well as the base layout. Better than Daybreak imo. Gana be voting for yah.
Casual Mapmaker
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 30 2014 17:10 GMT
#22
Updated the map with both design and aesthetic changes.

[image loading]

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
Author of Coda and Eastwatch.
zelevin
Profile Joined January 2012
United States296 Posts
October 31 2014 05:47 GMT
#23
Why are there only seven mineral patches at the blue third?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 31 2014 05:55 GMT
#24
On October 31 2014 14:47 zelevin wrote:
Why are there only seven mineral patches at the blue third?

because NON-STANDARD!
vibeo gane,
FrozenProbe
Profile Joined March 2012
Italy276 Posts
October 31 2014 10:29 GMT
#25
Mutalisks Nightmare
TheTasty
Profile Joined October 2014
Mexico33 Posts
October 31 2014 15:48 GMT
#26
OMG not this is nice!
I quote, you read
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 01 2014 14:49 GMT
#27
Wanted to change up a bit the last bases. Im still not 100% satisfied , but what do you think?

[image loading]

[image loading]
Author of Coda and Eastwatch.
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-11-01 21:03:52
November 01 2014 20:59 GMT
#28
Map is now v2.0. Should be final version. Cant wait to see how it goes in MotM

[image loading]
Author of Coda and Eastwatch.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-07 06:43:44
November 06 2014 18:15 GMT
#29
bunch of replays:
ZvZ - me vs Toastie: http://drop.sc/388711
TvP - me vs Toastie: http://drop.sc/388712
--> the ones you observed anyways

TvZ - me going Turtlemech: http://drop.sc/388713
Edit: Toastie's hardware was not working properly.



So after playing the map a bit here are a few thoughts:
- one geyser at the natural is off
- Attacking into a 3rd base is very hard. It's very simple to sit above those rocks and make it hard to even break them, and once they are broken down, both offensive ramps are very small. I think at least the 2x should be made 3x.
- The watchtower is a little unnecessary, since the attack path is overlooked quite easily anyways
- I think if you could broaden up the middle where the XNWT is right now it could counteract the power of forcefields and mech somewhat. In particular when it comes to units like ultralisks I think this could be very problematic.

What I really love about the map is the expansion pattern and the powerful highground positions
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 06 2014 18:28 GMT
#30
On October 13 2014 04:10 Plexa wrote:
Very cool map. Great job.

I still think this is an incredible map. Probably top 3 favourite this year.
Administrator~ Spirit will set you free ~
Homonuncnunc
Profile Joined May 2014
United States41 Posts
November 06 2014 20:13 GMT
#31
Certainly one of the most refreshing and well planned layouts in a while. The geometry is beautiful. Everything just fits together so perfectly, like the collapsible rock placement, the airspace around the main, the small gap between the gold base and the other fortress, the subdivided middle pathway. Ugh. For me, this is the most pleasantly flowing map since Neo Planet S.

Isolating all bases after your natural was brilliant in both idea and execution as well.
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 06 2014 22:19 GMT
#32
Thank you guys i saw some good games today with ToastieSC2 and big j
Author of Coda and Eastwatch.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
November 07 2014 00:22 GMT
#33
On November 07 2014 03:15 Big J wrote:
bunch of replays:
ZvZ - me vs Toastie: http://drop.sc/388711
TvP - me vs Toastie: http://drop.sc/388712
--> the ones you observed anyways

ZOMFG YOU POSTED THOSE T__T

Usually I play better guys, I already found out what settings were off =(
Mura Ma Man, Dark Da Dude, Super Shot Sos!
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 07 2014 16:20 GMT
#34
fixed various bugs Big J pointed out. Version 1.1 is now uploaded and ready to go !
Author of Coda and Eastwatch.
vult
Profile Blog Joined February 2012
United States9400 Posts
November 07 2014 16:49 GMT
#35
Really cool map :D
I used to play random, but for you I play very specifically.
TheTasty
Profile Joined October 2014
Mexico33 Posts
November 07 2014 23:58 GMT
#36
This is very cool, only one question, how do you add that fog that looks so cool on the edges of the map?
I quote, you read
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-01-09 21:29:18
January 09 2015 21:29 GMT
#37
Just wanted to give you a glimpse of what's coming next , probably in the last days of January. The update will address the main weakness of the map , which is the narrow center , plus an aesthetics overhaul.
Neo Emerald Plaza is coming guys!

[image loading]
Author of Coda and Eastwatch.
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 09 2015 22:49 GMT
#38
Awesome map. Love the xelnaga and debris.
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 10 2015 05:04 GMT
#39
This map is still my #1 favorite. Got to be a WCS map one day.
www.alonetone.com/xenotolerance
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 10 2015 09:33 GMT
#40
Love this map still, lezaeL. Keep working on it!
Retired Mapmaker™
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 10 2015 10:57 GMT
#41
This map should totally be an official WCS map ):
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
yakitate304
Profile Joined April 2009
United States655 Posts
January 11 2015 18:05 GMT
#42
On January 10 2015 19:57 OtherWorld wrote:
This map should totally be an official WCS map ):

It should, and so should a bunch of other community maps, but Blizzard somehow (in 2015!) still thinks they are good at making maps. The upcoming map pool is disgusting.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-01-13 18:10:34
January 13 2015 18:09 GMT
#43
I added some pretty custom runestones doodads. They all got teamcolor , will you find them all ? ( They're 8 in total )

[image loading]

[image loading]
Author of Coda and Eastwatch.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
January 13 2015 18:43 GMT
#44
On January 14 2015 03:09 IeZaeL wrote:
I added some pretty custom runestones doodads. They all got teamcolor , will you find them all ? ( They're 8 in total )

+ Show Spoiler [Dem Custom Runestones] +
[image loading]


Srry m8, i'll have to steal you that one.

Or even better, screw your crappy runestones i'll make my own, even more shiny and stuff.
@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.
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 13 2015 18:51 GMT
#45
On January 14 2015 03:43 Uvantak wrote:
+ Show Spoiler [Dem Custom Runestones] +
[image loading]


Srry m8, i'll have to steal you that one.

Or even better, screw your crappy runestones i'll make my own, even more shiny and stuff.

Did I mention they shine every 2 seconds :o ? Go see on skype , I linked the download file
Author of Coda and Eastwatch.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2015 22:16 GMT
#46
This is one of the best maps I've seen since the release of SC2. You can't not stare at it for a long time.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 14 2015 05:24 GMT
#47
Awwww thanks bro <3 hope you are going to like the update even more!
Author of Coda and Eastwatch.
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 14 2015 16:59 GMT
#48
More than 20 doodads just for the protoss structure.

[image loading]

+ Show Spoiler +
[image loading]
Author of Coda and Eastwatch.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
January 14 2015 23:41 GMT
#49
I'm always happy when I see mapmakers iterate on their maps over time. The level of polish a map ends up receiving is simply far better than those who release and dump new maps on a steady basis. These updates of yours are looking amazing, IeZaeL.
Twitter: @iamcaustic
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 15 2015 20:05 GMT
#50
Map has been updated. Check first post for all the details ! Uploading right now !
Author of Coda and Eastwatch.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 15 2015 20:06 GMT
#51
Beautiful. Damn, I want to make a map like this.
Moderatorshe/her
TL+ Member
SwedenTheKid
Profile Joined July 2014
567 Posts
January 15 2015 20:30 GMT
#52
Amazing map. Blizzard really shouldn't be making maps anymore. At most, they should privately instruct mapmakers. I thought the new map pool was some sort of joke at first... the maps looked like WIPs from the beginning stages of this forum
Casual Mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
January 16 2015 01:20 GMT
#53
Love the new middle. Maybe I can get a game or two on Toastie's initiative channel if people were just in the channel while being online.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
January 16 2015 09:41 GMT
#54
On January 16 2015 10:20 Big J wrote:
Love the new middle. Maybe I can get a game or two on Toastie's initiative channel if people were just in the channel while being online.

If you see me on msg me :D add me flume.219
$O$ | soO
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2015-01-16 13:21:50
January 16 2015 13:19 GMT
#55
IeZaeL, u are not a map maker...
+ Show Spoiler +
... u design on a whole new level <3
Random is hard work dude...
Shkudde
Profile Joined February 2011
Netherlands709 Posts
January 16 2015 13:53 GMT
#56
Just had the honour of beating the maker on his own map . Great work, the flow and choice of thirds is awesome and gives great strategical depth to the map.
$O$ | herO[jOin] | Zest hwaiting!
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 16 2015 16:12 GMT
#57
Since you already know this map is pretty awesome, I'm just going to list a few of my thoughts/concerns about it.

1) The horizontal 3rd (and eventually 4th) base kind of scares me because of how short the air distance is to ping pong back and forth between them for the attacker but the ground path to defend them is insanely long. It's great because it promotes aggression and harass but you've also got to be careful because players are getting much better and better at harass that it might make certain strategies too strong. Not to mention in if this map gets played on LOTV where each race has even more air/drop harass options.

2) The amount of open space compared to chokes is worrying. I feel like if you turtle up extremely hard, mech? swarm hosts? collosus/templar, use a lot of static D to defend against the drops/harass you are basically fine to just camp because every single entrance to any of your bases is either a 2x or 3x ramp. To me it feels like if this gets end game, and one player is turtleing, it's going to become very stale because they'll slowly creep across the map horizontally until they get all their bases and then just sit there defending on their 2x wide ramps. A couple tanks, thors, turrets & sensor tower at your forward 3rd, a pfort just to semi-block off your natural and the enemy now has very limited attack paths and those limited attack paths are extremely choked. I have one idea that I'd like you to test out, it'd open the map up a bit, I'll include it in a picture at the bottom. Basically change some of the high ground to low ground, possibly add a new ramp, etc etc.

3) I wonder if you should try to rotate the gold bases 90 degrees clockwise (so the minerals have their backs to the middle of the map) and then try removing the rocks to the gold base. Currently with the rocks there it just limits the options of taking a quick gold third. To me, it feels like it'll turn into a lot of, "let's 2 base all-in, as I'm about to push out, I'll destroy those gold rocks so if my push fails I can hopefully fall back on that." So, my idea is to rotate the golds and remove the rocks and now I believe it'll open up more possibilities. Suddenly you can take the fast gold, but now it's a lot more harass-able from the center (aka the main focus early/mid game) of the map. Now if you want that gold you have to take control of the center of the map, which plays into the whole risk vs reward.

Again, I by no means dislike this map, you know it's awesome, I know it's awesome. I'm just voicing some of my concerns for you to think about.

ps. Here's a photo of my ideas because text is too hard! :D
+ Show Spoiler +

[image loading]


Great job, these type of aesthetics are one of my favorites to look at and to play on. I made my skylands map with some of these textures...I really need to make a new map with them too, love it.
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.
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 16 2015 17:03 GMT
#58
Well thats a really helpful feedback Sidian. Thank you for taking the time to write it.
I really like the gold bases suggestion , I will probably change something about it in the near future.
You know what , the lowground suggestion was one of the first ideas that I came up with while redesigning the center. But it completely changed the central concept of the map , a narrow center path , and that's not what im looking for. I agree that particular area needs some work though.
Author of Coda and Eastwatch.
Thandeant
Profile Joined December 2014
United States3 Posts
Last Edited: 2015-01-17 02:22:52
January 17 2015 01:35 GMT
#59
Beautiful map (both aesthetics and functionally), seems viable for both Staircase step 1/2 rushes or macro. There's an almost direct path from your main to the opponent's main. But the rocks and the hard-to-reach-by-ground top left/bottom right bases could support longer macro games too. Btw I wonder if those floating platforms can support proxy buildings...like stargates :D
JaredStarr
Profile Joined June 2013
Canada115 Posts
Last Edited: 2015-01-17 07:19:38
January 17 2015 07:19 GMT
#60
Awesome map. The gold base mixed with the destructible debris is very provoking.
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 States2474 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.
Ej_
Profile Blog Joined January 2013
47656 Posts
April 23 2015 19:06 GMT
#81
I love how it looks more and more standard with every edit.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Timetwister22
Profile Joined March 2011
United States538 Posts
April 23 2015 19:12 GMT
#82
On April 24 2015 04:06 Ej_ wrote:
I love how it looks more and more standard with every edit.


That's kinda how 'crazy'/experimental maps go. You start crazy, and just tap a little more toward standard with each update until the map becomes acceptably balanced/playable.
Former ESV Mapmaker | @Timetwister22
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 23 2015 19:16 GMT
#83
On April 24 2015 04:06 Ej_ wrote:
I love how it looks more and more standard with every edit.

Muahaha im going to do a Neo Coda Plaza or a Neo Emerald Coda. What do you prefer?
Author of Coda and Eastwatch.
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 24 2015 08:10 GMT
#84
I gotta say... I REALLY want to see this on ladder, without the shitty tile spam on the ramps
Retired Mapmaker™
GGuMake
Profile Joined January 2015
United States74 Posts
May 19 2015 02:00 GMT
#85
Of course it's a quality map... it's Italian made. No, but I really love this map, how the fuck is this not in the map pool!?!? GET RID OF INFERNO POOLS ALREADY AND GIVE US THIS!
Fan of: Hydra - Dark - Life - Snute - Bunny - Polt
Blizzkrieg
Profile Joined March 2014
95 Posts
May 21 2015 23:19 GMT
#86
Ugh this map is so sexy.
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
SwedenTheKid
Profile Joined July 2014
567 Posts
May 22 2015 02:14 GMT
#87
Yes. We must get this map on ladder. Or for pro play. Or something.
Casual Mapmaker
Gwavajuice
Profile Joined June 2014
France1810 Posts
May 22 2015 12:11 GMT
#88
On April 24 2015 04:12 Timetwister22 wrote:
Show nested quote +
On April 24 2015 04:06 Ej_ wrote:
I love how it looks more and more standard with every edit.


That's kinda how 'crazy'/experimental maps go. You start crazy, and just tap a little more toward standard with each update until the map becomes acceptably balanced/playable.


Yeah but... well I don't know, I'm not sure the latest version is the best, but that's probably just me.
Dear INno and all the former STX boys.
algue
Profile Joined July 2011
France1436 Posts
May 22 2015 12:29 GMT
#89
On April 24 2015 04:12 Timetwister22 wrote:
Show nested quote +
On April 24 2015 04:06 Ej_ wrote:
I love how it looks more and more standard with every edit.


That's kinda how 'crazy'/experimental maps go. You start crazy, and just tap a little more toward standard with each update until the map becomes acceptably balanced/playable.

Either you die a crazy map or you live long enough to see yourself become standard
rly ?
Gwavajuice
Profile Joined June 2014
France1810 Posts
May 22 2015 14:47 GMT
#90
On May 22 2015 21:29 algue wrote:
Show nested quote +
On April 24 2015 04:12 Timetwister22 wrote:
On April 24 2015 04:06 Ej_ wrote:
I love how it looks more and more standard with every edit.


That's kinda how 'crazy'/experimental maps go. You start crazy, and just tap a little more toward standard with each update until the map becomes acceptably balanced/playable.

Either you die a crazy map or you live long enough to see yourself become standard


At this point, I don't even know what people are calling standard
Dear INno and all the former STX boys.
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 20 2017 13:28 GMT
#91
lotv update?

[image loading]
Author of Coda and Eastwatch.
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2017-02-20 14:04:51
February 20 2017 14:00 GMT
#92
its aesthetic porn, but like negativezero said, a lot of areas are way too open/ too hard to wall. Also it will make problems microing in certain Matchups. Walling is really important in sc2. Also probably a lot of players dont do this below Masters.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 20 2017 15:26 GMT
#93
On February 20 2017 23:00 IIEclipseII wrote:
its aesthetic porn, but like negativezero said, a lot of areas are way too open/ too hard to wall. Also it will make problems microing in certain Matchups. Walling is really important in sc2. Also probably a lot of players dont do this below Masters.

wait when did i say that?
vibeo gane,
Normal
Please log in or register to reply.
Live Events Refresh
LAN Event
18:00
Stellar Fest: Day 1
Lambo vs Harstem
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
ComeBackTV 915
UrsaTVCanada582
IndyStarCraft 268
CranKy Ducklings199
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 268
White-Ra 232
UpATreeSC 89
JuggernautJason60
MindelVK 31
Railgan 1
StarCraft: Brood War
Mini 261
Leta 117
Backho 52
scan(afreeca) 51
sas.Sziky 50
soO 14
Bale 9
HiyA 6
Dota 2
qojqva2911
League of Legends
Trikslyr54
Counter-Strike
ScreaM1255
pashabiceps695
byalli661
Heroes of the Storm
Liquid`Hasu103
Other Games
Grubby2838
Beastyqt861
B2W.Neo317
Mlord271
shahzam257
KnowMe157
ToD123
C9.Mang094
QueenE51
ViBE18
OptimusSC28
Organizations
Counter-Strike
PGL154
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 26
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• 80smullet 11
• HerbMon 7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3878
• Noizen29
League of Legends
• Nemesis4524
• imaqtpie1770
• TFBlade989
Other Games
• Shiphtur240
• tFFMrPink 12
Upcoming Events
Korean StarCraft League
7h 15m
CranKy Ducklings
14h 15m
IPSL
22h 15m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
22h 15m
BSL 21
1d
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 3h
Sparkling Tuna Cup
1d 14h
WardiTV Korean Royale
1d 16h
IPSL
1d 22h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 22h
[ Show More ]
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.