Elsecaro is a resort town on Tyrador IX planet, which has a variety of resorts and tourist attractions. However, Zerg attacked Elsecaro by the 'Defenders of Man', resulting many casualties. The peaceful city became a shambles by the 'Tal`Darim', which is trying to eradicate 'Defenders of Man' who rescued the survivors to get public sentiment. Since then, people have started calling it 'Paradise Lost'. In the end, this place became a place of tragedy created by the 'Defenders of Man' by the fall of man.
'Paradise Lost' is an epic poem of the British poet, John Milton. This is the theme of the fall of man and the possibility of salvation.
▶ Features
'Paradise Lost' is a map that further enhances the island expansion's usability. Through 'New Gettysburg', we noticed island expansions give another fun at Starcraft II. In this map, new elements are applied to use more active island expansions.
Sky Gate
Sky Gate is like Destructible Rock you know, but it blocks the air path. Air units as well as ground units can attack this gate. it is the same as Destructible Rock, with 2000hp and 3 armor.
Narrow Path is created to help for players. If the first island resources were depleted, we could see that a lot of hands were going through the process of sending workers to the second island. To solve this problem, this map is applied Narrow Path with a small amount of minerals and Sight Blockers. It is clogged with four minerals of resource 10, and it is necessary to secure the sight to gather the minerals.
There are three island expansions near each player's the main.
Air Blocker blocks the area around the islands, and is marked in blue.
At 6, 12 o'clock, there is 'Sky Gate' blocking the air route, which can be destroyed to open a new air route.
The first island expansion can be easily defended by building a defensive tower(such as Missle Turret) on the side of the main base, but It requires a larger defensive radius for a large number of island expansions.
▶ Changelog
Version 1.1
Removed the 'Narrow Path'. Among the many feedbacks, it was often said that the 'Narrow Path' was complex and unintuitive, causing the players to be confused.
Created a new attack route. (Changed the third and the gold expansion's terrain.) It showed stable games, but the game was too boring due to the third and the fourth which are so easily secured. As a result, the third's expansion's terrain was changed, and the gold expansion was redesigned to create a new attack route.
Removed the diagonal rock between the third and the fourth. The diagonal rock was removed because players can defend enough the third.
Widened the central bridge and the central expansion's ramp. It was widened for smooth troops movement in the mid-late game.
I like the gate concept, tho I am still disappointed about the air pathing issue we had on Getty. Hope it is not gonna be annoying here. But I really do not understand this "narrow path" thing at all. What's it good for? I just feel that the islands and the gate are enough uniquness. More seems like overkill.
I like the idea behind it but personally I don't like how the entire map funnels into the center as the only pathway. I suppose in compensates itself with the extra space around the first 4 bases.
I don't get the point of walling off the Narrow Path with minerals and sight blockers. Why not just have the path be there from the start? Since you expanded to the island you obviously have a way to see past the sight blockers. It seems like a complicated gimmick that doesn't achieve very much (on this map at least. In general I can see why you'd want something like that).
I also really dislike the tiny center--while it encourages using the islands, it also restricts the player's options too much. While the concept is very cool the implementation forces air play at the exclusion of everything else. Coolness doesn't equate with playing well.
Q: How crazy can my maps be? Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted.
Are we just ignoring this part of the contest rules? Because some of us other mappers could have gone ham with the arcade-ish features too if this is going to be allowed. Jacky maps are almost always sick so I can't complain that we're getting a cool map, but at the same time I think the playing field should be fair i.e. everyone should be held to the same rules.
Unless this isn't being submitted to TLMC in which case I withdraw my complaint.
Anyway, map is cool, especially the aesthetics. Great job there. I agree with zigg that the mineral path thingie is pretty pointless. The map already has a good amount of complication for newer players with the air blockers and air gate, not to mention being unconventional in layout, so it could probably do without that. The air blockers are a concern since nothing has changed - they still aren't really supported by the SC2 engine. But maybe (as I said last year w/ new gettysburg and it didn't happen unfortunately) they will add air pathing and we can all be happy
Okay, I think I did this with new gettysberg as well but here we go again.....
I love me some Jacky maps and I think his other two submissions are better but this one?
What is the point of ever getting an island base when you can grab 5 ground bases that are all extremely close to you and all 5 of those bases are in 1 choke. I don't understand how lezeal, uvantak & sunshine, who are three godlike mappers all think this is like "the best map ever". It's 5 ground base on a single choke? It's limited as hell in movement. Even all the ground bases are choked so hard because there are d-rocks at every single base. I suppose if you want skytoss to do even better than they are or terran to choke up the single ramp and parade push better than they are, then sure, this map does that.
I don't get why you make a ton of easy to defend ground bases, then try to incorperate air blockers & 3 island bases". Do one or the other. Make it hard to expand unless you do islands. Or, fuck the islands and make it easy to expand.
If you got rid of the 3rd island, the forward blue base & the gold base. Made the air blocker layer on the 2nd base (middle base) connect to your main so you essentially had "two" island bases unless they came into your main to drop it. You could then make the middle more more wide open. Get rid of all the rocks on your side. Bam, better map! =)
On February 17 2017 00:11 Phaenoman wrote: I like the gate concept, tho I am still disappointed about the air pathing issue we had on Getty. Hope it is not gonna be annoying here. But I really do not understand this "narrow path" thing at all. What's it good for? I just feel that the islands and the gate are enough uniquness. More seems like overkill.
Yes, I also want Blizzard develops air pathing because its usability is endless. Using air pathing can create a variety of gameplay patterns. If we continue to show the map like this and get recognized by more people, I think there will be definitely something good. I agree your opinion. Of course, this can be complicated, but it can be very handy for players. Since Starcraft II is a fast tempo game, I think players reduce their burden.
On February 17 2017 00:27 IronManSC wrote: I like the idea behind it but personally I don't like how the entire map funnels into the center as the only pathway. I suppose in compensates itself with the extra space around the first 4 bases.
On February 17 2017 05:55 ZigguratOfUr wrote: I also really dislike the tiny center--while it encourages using the islands, it also restricts the player's options too much. While the concept is very cool the implementation forces air play at the exclusion of everything else. Coolness doesn't equate with playing well.
The reason why the two bridges in the center are narrow is to act as a police line. In early games, there is no defense to the part of the bridge, so troops can cross the bridge freely. However, since the middle game, troops are defending up to this point, so the troops may be killed by passing through the bridge. So you have to move your troops through a wide second-floor hill The reason for this design is to create a map that is favorable to the defender. Only certain parts are narrow, not all terrain is narrow, so the battlefields are everywhere.
On February 17 2017 13:08 Fatam wrote: Are we just ignoring this part of the contest rules? Because some of us other mappers could have gone ham with the arcade-ish features too if this is going to be allowed. Jacky maps are almost always sick so I can't complain that we're getting a cool map, but at the same time I think the playing field should be fair i.e. everyone should be held to the same rules.
Unless this isn't being submitted to TLMC in which case I withdraw my complaint.
The reason I tried this part is because I want to say that map creators can make various maps if they actively use Air-blocker, which can create various games. It will be up to the judges to judge fairness. But I do not think it is an element that is not suitable for ladder maps. If Blizzard accepts it as a good idea, it may be recognized as a good fit for a ladder map.
On February 17 2017 14:43 SidianTheBard wrote: Here's my "idea"
Of course it is a good idea. Sorry, but I do not think it will be difficult to change this map. I will try it in the next work!
I really appreciate your mapping skills and i was a big fan of new gettysburg, but isnt this going a little bit too far in terms of "ladder" maps!? This feels a bit like an arcade map to me. And i dont even think it will really be balanced, theres gonna be like 70% winrate for P in ZvP at least. Its gonna be Turtlemech or the golden Armada 24/7 which is not so super interesting after all. Terrans gonna lift some CCs down to the islands, make a clever sensor towers, park some vikings, and relax on 4 Base with a 1 Unit ramp. U cant even get a Nydus in there or a drop, and if you manage to do so somehow, u can just kill 1 of the 3 Islands, becaus nothing more than a ling at a time fits through the narrow path lol.. I mean sure, the "air gate" is a cool idea, and yeah, the air blockers have surely potential for more strategic variety, but this is an overkill.
Still its in the finalists of TLMC8, congratz to you, i personally wouldnt have even dared to submit sth like that. I guess im going to submit a Tower Defense to TLMC9. Sorry for being sarcastic here. There surely a little bit of jealousy involved too
It's original for sure but I don't get the idea behind - fairly easy and straightforward expansion pattern - AND 3 island bases that you can navigate between
agree with some of the feedback already given, looks more like an arcade map to me and I'm quite surprised to see it in the TLMC finalists although it looks gorgeous.
here's an opportunity to go even more crazy, if you don't want to mess with the layout then reduce the resources at all bases except the islands, this will incentive players to actually use them.
On February 21 2017 00:28 -NegativeZero- wrote: here's an opportunity to go even more crazy, if you don't want to mess with the layout then reduce the resources at all bases except the islands, this will incentive players to actually use them.
that's a very neat idea. In the current state of the map there is little incentive to use the islands since holding 5 bases seems so easy.
On February 21 2017 00:28 -NegativeZero- wrote: here's an opportunity to go even more crazy, if you don't want to mess with the layout then reduce the resources at all bases except the islands, this will incentive players to actually use them.
that's a very neat idea. In the current state of the map there is little incentive to use the islands since holding 5 bases seems so easy.
Making an island fourth easier than a mainland fourth would work too.
I'm speaking from a zerg perspective here, so you need a fourth to play out a game in most cases. In fact, losing your fourth is almost a guaranteed loss in most cases.
With that in mind, making an island fourth the easier fourth, you would always have a zerg take it, since it has such high value compared to other bases.
On February 21 2017 00:28 -NegativeZero- wrote: here's an opportunity to go even more crazy, if you don't want to mess with the layout then reduce the resources at all bases except the islands, this will incentive players to actually use them.
that's a very neat idea. In the current state of the map there is little incentive to use the islands since holding 5 bases seems so easy.
Making an island fourth easier than a mainland fourth would work too.
I'm speaking from a zerg perspective here, so you need a fourth to play out a game in most cases. In fact, losing your fourth is almost a guaranteed loss in most cases.
With that in mind, making an island fourth the easier fourth, you would always have a zerg take it, since it has such high value compared to other bases.