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![[image loading]](http://i.imgur.com/0YnSh.png)
![[image loading]](http://i.imgur.com/ag7va.png)
Today is a very special day for Starcraft II. Two years ago today was the release of Starcraft II to the world. In that two years so much has changed about how the game is played, and maps are no exception. Maps have evolved from the original maps like Steppes of War and Kulas Ravine into the beautiful and complex maps you see now like Cloud Kingdom and Daybreak, among with many others. It's this time last year the ESV map team took a look back at this history and see what lessons we can take from it moving forward.
For this year we have decided to continue this tradition and going back even further than just Starcraft II. As a team we have decided to take 5 different Brood War maps and bring them up to date with Starcraft II. In the process the idea was not to make another standard Starcraft II map (highground main, choked nat, easy 3rd base, etc) and instead look at new innovative thinking to bring in the best of both worlds from Brood War and Starcraft II. Keep in mind, these are not simply ports with updated graphics, but complete overhauls of the maps keeping the core concepts intact, and in the case of two maps, breaking the barrier on what can and cannot be done with a Starcraft II map.
This is our celebration of the game we all love and spend endless hours being involved in, and I hope you like what we have came up with! All maps are currently being published across all the servers (except China) so make sure and check them out!
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Aotearoa39261 Posts
Props for making a reworked version of Gauntlet :D
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Nice! Most of those maps actually look pretty good for SC2 with all the changes you guys made.
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wow nice job guys. they really look nice and i like that you decided to adapt them to SC2 as much as possible.
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I actually have been thinking about this recently how so many SC2 maps have a lot of similar features. Part of what made BW battles great came out of smart map design. I think these maps will bring about new ways of playing SC2 that will reward smart, tactical, and creative play. Well done!
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On July 27 2012 13:27 DRob wrote: I actually have been thinking about this recently how so many SC2 maps have a lot of similar features. Part of what made BW battles great came out of smart map design. I think these maps will bring about new ways of playing SC2 that will reward smart, tactical, and creative play. Well done!
Thanks!
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Forgive me for being dumb about maps, but which barriers did you break and where? :D
They're certainly nice in any case, nicely done ESV!
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On July 27 2012 13:37 Bibbit wrote: Forgive me for being dumb about maps, but which barriers did you break and where? :D
They're certainly nice in any case, nicely done ESV!
Can't 4 gate those rampless mains PvP on Colosseum and Bloody Ridge.
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Blazinghand
United States25552 Posts
Awesome map pack! Check out the bridges on Gauntlet <3
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Congratulations on your anniversary.
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On July 27 2012 13:40 Torte de Lini wrote: Congratulations on your anniversary.
its SC2's second anniversary, but congrats nonetheless
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Woohoo! :D Play the maps guys~
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Incoming MLG maps:
MLG Odd-Eye AE MLG Bloody Ridge AE MLG Gauntlet AE MLG Colosseum AE MLG God's Garden AE
With giant "MLG" logo on the loading screen of each map.
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Sweet, and nicely presented post man. Gonna see if some friends want to play around on these before the Code S finals tonight.
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GG GJ. The maps look good. Hopefully you can get some tourney hookup to use as exclusive maps and get more recognition!
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Three player maps are the shit! My favorite map of all time is Testbug, and I really hope that Colosseum takes off as a competitive map, just because of how exciting watching games on three player maps are.
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Glad to see game innovation efforts. The mapmaking community needs them and less maps for arts sake.
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Russian Federation228 Posts
Nice work! God's Garden looks sick!
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I find the last three fascinating
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Colosseum is cool. <3 ESV
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Colosseum looks awesome. Im so eager to see 3-player map getting back to the pool
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okay, God's Garden is Calm Before the Storm 2.0. Gauntlet is 4 base ezpz and Colosseum .. .. interesting but doubt itll work
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3 player Colosseum... wasn't quite expecting that lol. The edits to Bloody Ridge look especially interesting (island bases with watchtowers ftw), though it seems that with the removal of the original natural the space in front of the main choke might be slightly too open now. This version of Odd-Eye actually looks pretty much like a standard SC2 map. God's Garden might be too turtley, since it is so easy to secure 4 bases. And finally, I absolutely love the concept on Gauntlet (actually fairly common on BW maps) where the best and most open route of attack forces you to take the long route around the map, while the fastest way funnels you through chokes - sort of like an exaggerated Cloud Kingdom type of setup.
Overall, these are all very interesting, and I hope to see more BW map concepts and ideas applied to SC2 in the future. I'd be especially interested to see if the more "normal" BW map layout (farther 3rd base but with a very narrow choke to make it easier to defend) would work in SC2.
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A lot of these look great, though not as much a fan of the first few. I'm curious how big God's Garden is, as from what I recall Calm Before the Storm was just a gigantic remake of that map. I like this version better anyway.
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Great job guys, congrats to ESV.
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On July 27 2012 13:46 NoGasfOu wrote: Incoming MLG maps:
MLG Odd-Eye AE MLG Bloody Ridge AE MLG Gauntlet AE MLG Colosseum AE MLG God's Garden AE
With giant "MLG" logo on the loading screen of each map.
lol. I can definitely see this happening.
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Please remake Blue Storm!! It was my FAVOURITE BW map!
With your expertise, I'm sure you guys can make it work on SCII!
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Three player Colosseum is... definitely different -- but certainly welcome.
It's good to see some more 3 player maps.
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Awh yeah Colosseum!! Gauntlet AE looks nice too, it also reminds me a bit of La Mancha which was an awesome map in my opinion.
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Well done guys.
While I don't feel that all of the maps translated perfectly to SC2, I feel that they are at least all 'playable' which is more than you can say for alot of the old ports.
Beautifully reworked, while still keeping the spirit of the originals, this, in such quantity and quality, is something I feel unprecedented in the community so far.
My hat is off to you guys!
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You guys have to know that the choke on colosseum is a flat one but blocked with LoS blockers so you can forcefield it with one and still have 3 buildings to wall it off
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Blazinghand
United States25552 Posts
On July 27 2012 16:04 Superouman wrote: You guys have to know that the choke on colosseum is a flat one but blocked with LoS blockers so you can forcefield it with one and still have 3 buildings to wall it off
To illustrate what Superouman is saying:
![[image loading]](http://i.imgur.com/yZMRw.png)
Basically, you can emulate the effect of a ramp using chokes and carefully placed LoS blocking. This prevents 4gate vs 4gate from being the dominant PvP meta on Colloseum; you can defend with sentries.
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I love the 1st three ones.
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Good looking maps! Hope blizzard will put up at least 1 in the ladder pool!! Thanks
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On July 27 2012 16:19 Blazinghand wrote:Show nested quote +On July 27 2012 16:04 Superouman wrote: You guys have to know that the choke on colosseum is a flat one but blocked with LoS blockers so you can forcefield it with one and still have 3 buildings to wall it off To illustrate what Superouman is saying: + Show Spoiler [picture] +Basically, you can emulate the effect of a ramp using chokes and carefully placed LoS blocking. This prevents 4gate vs 4gate from being the dominant PvP meta on Colloseum; you can defend with sentries.
I still dont understand how the sentry can see beyond the los blocker but the stalker can't.
That said if it works it's really cool, diagonal 1square ramps were starting to get a bit boring
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I puked rainbows when I saw these
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Pandemona
Charlie Sheens House51490 Posts
(2) - ESV Odd-Eye AE by Timetwister The best map by far
(2) - ESV Bloody Ridge AE by Monitor Probably could be used with a few tweaks. Few to many man made chokes for me
(2) - ESV Gauntlet AE by Gfire It's crossfire which is a BIG NO NO
(3) - ESV Colosseum AE by Superouman 3 player maps are bad >.<
(4) - ESV God's Garden AE by Namrufus Too many rocks causing chokes, needs to change and that could work.
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On July 27 2012 16:42 BobMcJohnson wrote:Show nested quote +On July 27 2012 16:19 Blazinghand wrote:On July 27 2012 16:04 Superouman wrote: You guys have to know that the choke on colosseum is a flat one but blocked with LoS blockers so you can forcefield it with one and still have 3 buildings to wall it off To illustrate what Superouman is saying: + Show Spoiler [picture] +Basically, you can emulate the effect of a ramp using chokes and carefully placed LoS blocking. This prevents 4gate vs 4gate from being the dominant PvP meta on Colloseum; you can defend with sentries. I still dont understand how the sentry can see beyond the los blocker but the stalker can't. You place a unit or building in the natural highground to overlook the main choke.
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Blazinghand
United States25552 Posts
On July 27 2012 16:42 BobMcJohnson wrote:Show nested quote +On July 27 2012 16:19 Blazinghand wrote:On July 27 2012 16:04 Superouman wrote: You guys have to know that the choke on colosseum is a flat one but blocked with LoS blockers so you can forcefield it with one and still have 3 buildings to wall it off To illustrate what Superouman is saying: + Show Spoiler [picture] +Basically, you can emulate the effect of a ramp using chokes and carefully placed LoS blocking. This prevents 4gate vs 4gate from being the dominant PvP meta on Colloseum; you can defend with sentries. I still dont understand how the sentry can see beyond the los blocker but the stalker can't. That said if it works it's really cool, diagonal 1square ramps were starting to get a bit boring 
If your unit is literally inside the LoS blocker you can see out either side of it:
![[image loading]](http://i.imgur.com/K18T0l.jpg)
And on colloseum, it's also a choke, so you can use an FF to keep your opponent from getting LoS, just like a ramp.
On July 27 2012 16:48 Superouman wrote:Show nested quote +On July 27 2012 16:42 BobMcJohnson wrote:On July 27 2012 16:19 Blazinghand wrote:On July 27 2012 16:04 Superouman wrote: You guys have to know that the choke on colosseum is a flat one but blocked with LoS blockers so you can forcefield it with one and still have 3 buildings to wall it off To illustrate what Superouman is saying: + Show Spoiler [picture] +Basically, you can emulate the effect of a ramp using chokes and carefully placed LoS blocking. This prevents 4gate vs 4gate from being the dominant PvP meta on Colloseum; you can defend with sentries. I still dont understand how the sentry can see beyond the los blocker but the stalker can't. You place a unit or building in the natural highground to overlook the main choke.
OR THIS! I might have misunderstood everything ;_;
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i dont like the look of any of these maps......... :/
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not a fan of bloody ridge, seems hard to pressure.. but the rest look SICK!! odd-eye, gauntlet, god's garden, and colleseum all look ladder-worthy, especially compared to the crap maps like TDA, shakuras, condemned ridge, and antiga. hope to see some of these considered for future use.
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One reason I LOVE to watch ESV (besides the lovely orb) is that they're like the first to use maps I don't get to see in competitive play.
LOVIN' IT GUYS, lovin' it! These maps look really interesting Colosseum in particular...
You guys are too awesome.
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Odd-Eye definitely my favourite, but rest looks really cool as well. Great amount of innovation on all of them.
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On July 27 2012 17:13 Zambrah wrote: One reason I LOVE to watch ESV (besides the lovely orb) is that they're like the first to use maps I don't get to see in competitive play.
LOVIN' IT GUYS, lovin' it! These maps look really interesting Colosseum in particular...
You guys are too awesome. Yeah, thanks guys. Hopefully some tournaments will use your maps, the more map rotation the better.
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Gauntlet looks really interesting to me, as do the rest but this above the others. Thanks!
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On July 27 2012 16:48 Superouman wrote:Show nested quote +On July 27 2012 16:42 BobMcJohnson wrote:On July 27 2012 16:19 Blazinghand wrote:On July 27 2012 16:04 Superouman wrote: You guys have to know that the choke on colosseum is a flat one but blocked with LoS blockers so you can forcefield it with one and still have 3 buildings to wall it off To illustrate what Superouman is saying: + Show Spoiler [picture] +Basically, you can emulate the effect of a ramp using chokes and carefully placed LoS blocking. This prevents 4gate vs 4gate from being the dominant PvP meta on Colloseum; you can defend with sentries. I still dont understand how the sentry can see beyond the los blocker but the stalker can't. You place a unit or building in the natural highground to overlook the main choke.
Can't you just use the high ground of the third to look over the LOS blockers as the attacker?
OT: Odd-Eye looks pretty standard. There may be some late game circle syndrome issues depending on how the players expand.
Bloody ridge - the fourth is fairly far away so it seems pretty much like it'll just be 3 base max deathball most games.
Gauntlet actually looks pretty awesome. Bases are further away but can be zoned very easily with smaller chokes. Taking the lessons from brood war very well. By far my favourite of the lot.
On Colosseum, if 4 gate can be dealt with, then there are a couple more early game balance issues that need to be dealt with like 3rax being unscoutable because you can wall so easily and weird bunker rushes (e.g. can the main be hit by 2 bunkers blocking the choke?) If those are dealt with, it's an interesting map but it's nothing incredible.
God's Garden feels for the first 3 bases like Calm Before the Storm - they're very easy to take. However, due to the difficulty of taking a full fourth base, it looks like we'll see a lot of turtle on 3 base games here as well where players just expand and then max up deathballs, maybe taking the rich vespene for an extra push but probably never aiming for a more solid macro playstyle.
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I'm sure I'll have to see it in play but I'm not sure how Zerg is supposed to play ZvP with faraway 3rds (like all these maps have o.O?). It's not like Zerg can take a faraway gas base and simcity it with forcefields/warpins possible from any pylon/blink. The best simcity I ever see in ZvP is the LACK of buildings, else toss can use the buildings as FF. It's not like 2base aggression is really viable on a decently sized map vs a FFE. Why wouldn't a toss just 7gate blink allin every game on these maps and rely on late reinforcements from main/natural to let the Toss take out 3rd? And with these far away 3rds maybe toss figures out some good airplay timings, esp. involving phoenix considering how hard (impossible?) it would be to connect the 3 bases with creep by the time FFE -> stargate hits.
Also on 2nd thought, ZvT also needs a super close 3rd because there's no good way to punish a well executed 1rax expo. Even decent midgame timings (not roach bane allins which are pretty terrible), like 2/2 ling bling busts rely on a quick 3rd. Take Bloody Ridge - is there really no direct way from main to 3rd, while drops would make me very sad between main and 3rd? Also can you tank drop the 3rd on Gods Garden?
Really appreciate the effort though guys! I'm a firm believer in balancing the game through maps, although I was hoping to see some maps with mineral only 3rds. In my opinion a mineral only 3rd 1) allows you to produce units to defend the 3rd (rely on minerals really to defend) and 2) stop you from getting a death composition on only 3 bases (for Toss the deathball, for Z no 3base hives that are actually safe, for T no getting double ups + 2 fact tank + medivacs), although mineral only bases require careful structuring of 4th. I think sc2 is developed to a point where no one needs to be on 3gas base to defend from an opponent on two, and when the opponent takes the 3rd base you can grap your 3rd gas base. But those are just my naive thoughts.
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Those are some sick maps. Does anyone know if there are remakes of Fighting Spirit?
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I'm concerned about the balance of the rotational symmetry on Coliseum.
![[image loading]](http://i.imgur.com/0zDrf.jpg)
The bottom right distances do not look the same.
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The only one I really like is the grauntlet one. I is the only map together with garden where you can take a 4th properly.
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Great work!!!! Beautiful and strategically interesting maps! We need more of you guys
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Very, very nice bunch of maps ! Will comment individually if map threads are posted, but I can say that all of them are unqiue and charming in their own way and I would love to see them in action.
Now make this the map pool of the Korean Weekly and you have a new subscriber :D
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all maps seem pretty good
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The lack of quality 3-player maps is certainly one of the features I miss most in SC2 that BW had. It's nice to see some efforts put in to make that type work on a competitive level as it seems to have been completely written off by Blizzard and tournament organizers. When executed correctly, 3-player maps can be the most dynamic and exciting, producing styles one wouldn't ordinarily see elsewhere. Colosseum looks promising and I hope it turns out well.
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On July 27 2012 18:48 MarcusRife wrote: I'm concerned about the balance of the rotational symmetry on Coliseum.
The bottom right distances do not look the same. Good catch. This is worth looking into/changing, IMO.
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Thanks for all the support everyone !
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Old BW maps? That explains a lot. I hope this will encourage players to accept non-standard maps more!
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United Kingdom14464 Posts
OMG that solution to having a flat choke off is awesome, I thought of something like that, but I just though it wouldn't work cause the defender wouldn't have sight either, having the natural internally on a raised platform is genius, so you can over look the choke from above. SMART, ESV <3.
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Colosseum is f*cking sick. Holy sh*t man, that's awesome.
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i want to see god garden in competitive play
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your Country52797 Posts
Very nice maps, always wanted a new version of God's Garden :D
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I don't get the thought process behind having the third base covered in creep on Bloody Ridge. Zerg can take a third base with no detection while the other race can't ? This means that has protoss you have no choice but to go robo on this map (unless you are allining) and every twilight council or stargate based build to get a third base is completely denied. You can kill the creep with a cannon on the low ground, but that is a pretty big investment just to open up the possibility to take a third base, since you probably won't going to open with a forge on this map.
My thoughts.
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On July 28 2012 06:02 SpiZe wrote: I don't get the thought process behind having the third base covered in creep on Bloody Ridge. Zerg can take a third base with no detection while the other race can't ? This means that has protoss you have no choice but to go robo on this map (unless you are allining) and every twilight council or stargate based build to get a third base is completely denied. You can kill the creep with a cannon on the low ground, but that is a pretty big investment just to open up the possibility to take a third base, since you probably won't going to open with a forge on this map.
My thoughts.
4 gate PvP. Also by the time you have a third you likely have detection.
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Awesome maps! Love the work that ESV does.
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United Kingdom14464 Posts
On July 28 2012 06:08 Diamond wrote:Show nested quote +On July 28 2012 06:02 SpiZe wrote: I don't get the thought process behind having the third base covered in creep on Bloody Ridge. Zerg can take a third base with no detection while the other race can't ? This means that has protoss you have no choice but to go robo on this map (unless you are allining) and every twilight council or stargate based build to get a third base is completely denied. You can kill the creep with a cannon on the low ground, but that is a pretty big investment just to open up the possibility to take a third base, since you probably won't going to open with a forge on this map.
My thoughts.
4 gate PvP. Also by the time you have a third you likely have detection. To stop the offensive 4 gate player building a pylon to gain vision into the main base? Couldn't you just lay the creep without the tumour, and time its size so it recedes before a 3rd is expected to be taken, but after a 4gate hits? The creep tumour requires dections, whereas just creep would have the same effect of blocking buildings.
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On July 28 2012 06:16 MCDayC wrote:Show nested quote +On July 28 2012 06:08 Diamond wrote:On July 28 2012 06:02 SpiZe wrote: I don't get the thought process behind having the third base covered in creep on Bloody Ridge. Zerg can take a third base with no detection while the other race can't ? This means that has protoss you have no choice but to go robo on this map (unless you are allining) and every twilight council or stargate based build to get a third base is completely denied. You can kill the creep with a cannon on the low ground, but that is a pretty big investment just to open up the possibility to take a third base, since you probably won't going to open with a forge on this map.
My thoughts.
4 gate PvP. Also by the time you have a third you likely have detection. To stop the offensive 4 gate player building a pylon to gain vision into the main base? Couldn't you just lay the creep without the tumour, and time its size so it recedes before a 3rd is expected to be taken, but after a 4gate hits? The creep tumour requires dections, whereas just creep would have the same effect of blocking buildings.
Just build an observer or cannon on low ground. It's not that big a deal and there is hundreds of different timings on when to take a third. So tired of players expecting every map to play out 100% the same.
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On July 27 2012 13:42 Looms wrote:Show nested quote +On July 27 2012 13:40 Torte de Lini wrote: Congratulations on your anniversary. its SC2's second anniversary, but congrats nonetheless 
What he said is still correct, it's like someone saying happy birthday. "No it's happy 2nd birthday" etc.
Some people.
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On July 28 2012 06:32 conz wrote:Show nested quote +On July 27 2012 13:42 Looms wrote:On July 27 2012 13:40 Torte de Lini wrote: Congratulations on your anniversary. its SC2's second anniversary, but congrats nonetheless  What he said is still correct, it's like someone saying happy birthday. "No it's happy 2nd birthday" etc. Some people. 
Meh just shows Torte didn't take the time to read the OP and instead just wanted to get that post count up. :D
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Yeah, I don't think so. I didn't read the OP properly, but I can find less embarassing ways to boost an abstract number.
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I love Colosseum in Brood War, but I guess it would not work out that well in SC2 unfortunately. =D
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I have no idea what you plan to do with these maps but I just want to point out what great synergy they would have as a map pool imo:
Starting positions - three 2p maps, one 3p map and one 4p map is pretty solid variety for SC2 (considering most of our 4p maps aren't really 4p maps anyway cos of locked spawns)
Rush vs Macro - the most rush type small map here is probably Bloody Ridge (I'd say anything past the easy natural is quite hard to get actually) and the most macro heavy Gauntlet (very easy third and fourth, with a lot of chokes that give defender's advantage); for the three other maps you could argue their order but all of them are kinda in between
Standard vs Innovation - all of the maps are above the standard level of interesting and innovative; still Odd-Eye is probably the most standard and could be used like this in ladder even, while Bloody Ridge is the one with the most uncommon features and structure; again the three other maps are more or less in between
Overall this is just a really healthy mix in my opinion, would be happy if any tournament could use these exact maps as map pool^^
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Gauntlet looks like a really fun map.
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played gauntlet a few times, really fun for ZvP
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Its always nice to have new well-made maps available. And ESV is surely doing a good job with it.
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On July 28 2012 06:02 SpiZe wrote: I don't get the thought process behind having the third base covered in creep on Bloody Ridge. Zerg can take a third base with no detection while the other race can't ? This means that has protoss you have no choice but to go robo on this map (unless you are allining) and every twilight council or stargate based build to get a third base is completely denied. You can kill the creep with a cannon on the low ground, but that is a pretty big investment just to open up the possibility to take a third base, since you probably won't going to open with a forge on this map.
My thoughts.
If I'm not mistaken, since the creep tumor is neutral, Zerg's would also require detection.
On July 29 2012 05:34 Torte de Lini wrote: Yeah, I don't think so. I didn't read the OP properly, but I can find less embarassing ways to boost an abstract number.
Fuck post count. How do you see literally everything ?????????????
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Super cool, I wish there would be a channel to play on these maps... (I know I, I know, why don't you make one yourself...)
Congrats on the 2nd anniversary and can't wait to see what happens with these maps.... 
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On July 29 2012 23:37 chambertin wrote:Show nested quote +On July 28 2012 06:02 SpiZe wrote: I don't get the thought process behind having the third base covered in creep on Bloody Ridge. Zerg can take a third base with no detection while the other race can't ? This means that has protoss you have no choice but to go robo on this map (unless you are allining) and every twilight council or stargate based build to get a third base is completely denied. You can kill the creep with a cannon on the low ground, but that is a pretty big investment just to open up the possibility to take a third base, since you probably won't going to open with a forge on this map.
My thoughts.
If I'm not mistaken, since the creep tumor is neutral, Zerg's would also require detection.
If I see things correctly the tumor doesn't block a hatchery. So it's just to give Zerg an easier time to take a third expansion compared to toss/terra, since the natural is basically inbase, making it impossible to punish aggressively for Zerg.
On July 29 2012 23:37 chambertin wrote: Super cool, I wish there would be a channel to play on these maps... (I know I, I know, why don't you make one yourself...)
I just wish there was an open game list. Could you imagine how many more games on ESV maps would be played if you could just join a lobby called "looking for mid diamond player 1v1 on ESV Odd-Eye" ?  Maybe 1.5 will fix that tho, from what I saw there was at least some kind of open game list for custom maps.
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This is awesome! Gratz to ESV for making an argument as the best mapmaking team out there! I really hope some if not all of these see high level play. I love that you are unapologetically going I don't want every game to play out the same change your strategy for the map!
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Low ground mains ahoy! I like how ESV is trying new things with their map layouts. I especially like Colosseum
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oh god dat main is so siegeable on the first 3 maps ...
nice nonetheless
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On July 29 2012 23:48 Ragoo wrote:Show nested quote +On July 29 2012 23:37 chambertin wrote:On July 28 2012 06:02 SpiZe wrote: I don't get the thought process behind having the third base covered in creep on Bloody Ridge. Zerg can take a third base with no detection while the other race can't ? This means that has protoss you have no choice but to go robo on this map (unless you are allining) and every twilight council or stargate based build to get a third base is completely denied. You can kill the creep with a cannon on the low ground, but that is a pretty big investment just to open up the possibility to take a third base, since you probably won't going to open with a forge on this map.
My thoughts.
If I'm not mistaken, since the creep tumor is neutral, Zerg's would also require detection. If I see things correctly the tumor doesn't block a hatchery. So it's just to give Zerg an easier time to take a third expansion compared to toss/terra, since the natural is basically inbase, making it impossible to punish aggressively for Zerg. Show nested quote +On July 29 2012 23:37 chambertin wrote: Super cool, I wish there would be a channel to play on these maps... (I know I, I know, why don't you make one yourself...)
I just wish there was an open game list. Could you imagine how many more games on ESV maps would be played if you could just join a lobby called "looking for mid diamond player 1v1 on ESV Odd-Eye" ?  Maybe 1.5 will fix that tho, from what I saw there was at least some kind of open game list for custom maps.
Oh I see. Now I feel stupid xD
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That would be cool indeed,,,
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Sick maps, I wasn't here for the BW counterparts so I don't recognize any of the maps but they look to be very fun and fliud maps!
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I hope there's a tournament with only these maps, that would be really cool
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Nice work gents! I want to try PvP on colosseum; spiiiiiiicy. ;D
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Gauntlet, Colosseum, and God's Garden look particularly good.
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Some of those look really cool, would love to a see some play on them!
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Collosseum isn't Collosseum if you don't add creep and a sunken in the main's choke!
God's Garden is looking great, but I wish they stuck with the original's grass theme.
BW maps are freaking sick good
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Thank you ESV map making team! You guys brought over two of my favourite maps from BW, Collosseum and God's Garden (memories of epic micro fights on the high ground of the backdoor expo). I guess for SC2 Collosseum is better balanced as 3 spawns locations, not 4. Will try out. Thanks again!
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I would love to see Colosseum in tournament play. That LOS blocker is brilliant.
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Wow that was quick and good work by them, really interesting read! 
Dignitas doing such a good job with articles lately.
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Ahh... Aesthetically pleasing maps that are also the product of great strategically balanced thinking and a brood war heritage... ESV, I just want to get a bunch of fellows I can compete with (I know that also means low enough level but bear with me) and grind out a 10 hour marathon every day for a month with them. Great job!
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Oh wow, I remember these maps Such sweet memories <3
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Finally brighter tile sets are catching on! I prefer bright maps over dark ones any day. Good job by the way, all the maps look great!
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i think we need a 2nd year anniversary version of steppes of war :D
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Will these be used in the Korean Weekly? Would love to see top level pros playing on them.
These maps are great, especially Gauntlet and Bloody Ridge.
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Glad people are liking them. The experimental features are my favorite part of these
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All maps looks great, but Colosseum is just awesome! I think this map can have nice future in sc2, i hope so.
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Way to smack those PvP 4gates in the face
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It would be really awesome to see someone host a small tournament with these maps. If IPL could do a "Ye Olde Map" Tournament with the shitty season one/beta maps then someone could definitely do a "Broodwar Remake" tournament with these maps. It would be really interesting to see some high level players compete on these - there are a bunch of new features that could make for interesting games (or for possible imbalances that the mapmakers could see and fix).
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I'm having trouble finding these on the EU server. Not all of them come up when I search for ESV and I searched for Bloody Ridge using it's name but still couldn't find it. What am I doing wrong?
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On July 31 2012 07:15 durecell wrote: I'm having trouble finding these on the EU server. Not all of them come up when I search for ESV and I searched for Bloody Ridge using it's name but still couldn't find it. What am I doing wrong?
You're doing nothing wrong, its just a bnet glitch. When you create a game, the search system is buggy. Just try searching "ESV" or "ESV AE". Usually specific names won't work.
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I have yet to play any of these maps but I can say that they are looking good and just want to cheer you guys up to keep going. Really great job your doing. Loved the majority of your maps that ended up in tournaments and on the ladder and hope that more are soon to follow!
Also, I like the idea of redesigning the old BW maps, even though that might not work out perfectly all the time.
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i cant find any map
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Got to search the arcade for the maps guys.
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Any plans to remake Blue Storm?
TLPD Blue Storm
This was one of my all-time favourite maps in BW.
Does any of the map-makers feel that Blue Storm has a place in SCII? With the expertise gathered over the past 2 years, is there anything that would cause Blue Storm to fail as a map in SCII?
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Woah, 3-player Colosseum?! I missed that map.
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On August 02 2012 15:20 kingjames01 wrote:Any plans to remake Blue Storm? TLPD Blue StormThis was one of my all-time favourite maps in BW. Does any of the map-makers feel that Blue Storm has a place in SCII? With the expertise gathered over the past 2 years, is there anything that would cause Blue Storm to fail as a map in SCII? It's been tried quite a bit. Pretty tricky to convert. The small choke doesn't work the same say in SC2, and the long ramps make it difficult since ramps in SC2 are at a different angle.
However, I have been trying it the last few days myself. It's become an unusually tall map considering it was originally wide. I'm not very happy with it thus far.
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On August 02 2012 15:35 Gfire wrote:Show nested quote +On August 02 2012 15:20 kingjames01 wrote:Any plans to remake Blue Storm? TLPD Blue StormThis was one of my all-time favourite maps in BW. Does any of the map-makers feel that Blue Storm has a place in SCII? With the expertise gathered over the past 2 years, is there anything that would cause Blue Storm to fail as a map in SCII? It's been tried quite a bit. Pretty tricky to convert. The small choke doesn't work the same say in SC2, and the long ramps make it difficult since ramps in SC2 are at a different angle. However, I have been trying it the last few days myself. It's become an unusually tall map considering it was originally wide. I'm not very happy with it thus far.
I'm glad that someone is looking at Blue Storm.
Even though these problems seem really hard to deal with I hope that you are successful in overcoming these challenges!
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Lovely maps!! Ahhhh can't wait to play them.
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Cool with new maps! Hope some of these become commonly used, and maybe even ladder.
On that note, any bets on where the rocks will be added for the ladder edition?
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On August 02 2012 16:28 kingjames01 wrote:Show nested quote +On August 02 2012 15:35 Gfire wrote:On August 02 2012 15:20 kingjames01 wrote:Any plans to remake Blue Storm? TLPD Blue StormThis was one of my all-time favourite maps in BW. Does any of the map-makers feel that Blue Storm has a place in SCII? With the expertise gathered over the past 2 years, is there anything that would cause Blue Storm to fail as a map in SCII? It's been tried quite a bit. Pretty tricky to convert. The small choke doesn't work the same say in SC2, and the long ramps make it difficult since ramps in SC2 are at a different angle. However, I have been trying it the last few days myself. It's become an unusually tall map considering it was originally wide. I'm not very happy with it thus far. I'm glad that someone is looking at Blue Storm. Even though these problems seem really hard to deal with I hope that you are successful in overcoming these challenges! MAKE IT HAPPEN!
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On August 02 2012 16:54 Cascade wrote:Cool with new maps! Hope some of these become commonly used, and maybe even ladder. On that note, any bets on where the rocks will be added for the ladder edition? 
You can be 100% sure Blizzard would remove the creep tumor on Bloody Ridge and rock block the third, as well as put rocks on the inbase nat on God's Garden, completely destroying both maps. I'm not even kidding!
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Gauntlet looks good, reminds me of Destination on BW
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Cool concept - it's really nice to see this kind of initiative in the map making community. I hope this continues - innovation leads to progress! Great job ESV =)
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Oh I would love to swap all the old ladder maps with these. It's time for something new, some new features, not the boring bland stuff like Entombed Valley.
We need some tournaments and Blizz to add these maps. A lot of them and now only a few at a time. I want to have a bigger change
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The creep on Bloody Ridge seems bad, just seems that it would make it a zerg map from the get go. Surely there is some other way to prevent proxy pylons there without just straight up making it better for zerg.
Just going "Oh you should have detection by then" does not really apply to terran, having to blow a scan/wait for a turret all the time to take your third will suck.
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Odd-Eye + Namrufus to ladder. Plz & ty.
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I'm really not at all convinced by the creep tumor on the third base.
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United Kingdom12022 Posts
I really hope more people can make more Broodwar style maps in SC2. One of my favourite ever maps for strategy was Outsider, it was all about whether you gave up center control and took the outside bases or took the inside and dropped. Where's the outsider style map for SC2? T_T
The maps you've made look awesome, not too sure about the creep (same reasons as other people)
One thing that strikes me as odd with SC2 maps and not so much the ones you've remade (this will be obvious when I explain it) is that in SC2 so far the maps seem very obvious this is your third, this is your fourth, with like no variation depending on where you want to push. In OddEye especially it seems to change that up as IMO you have two different possible thirds and fourths depending on the route you take to push. I love it.
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Would love to see gods garden played. I loved that map man, always produced some epic games.
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On August 07 2012 20:20 Hypemeup wrote: The creep on Bloody Ridge seems bad, just seems that it would make it a zerg map from the get go. Surely there is some other way to prevent proxy pylons there without just straight up making it better for zerg.
Just going "Oh you should have detection by then" does not really apply to terran, having to blow a scan/wait for a turret all the time to take your third will suck.
I am so sick of Terrans finding every excuse in the world to never scan anything, it's one scan to get a third base....
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when do you guys plan on forcing these into the ladder map pool
dear god blizzard maps make me cry
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On August 07 2012 20:20 Hypemeup wrote: The creep on Bloody Ridge seems bad, just seems that it would make it a zerg map from the get go. Surely there is some other way to prevent proxy pylons there without just straight up making it better for zerg.
Just going "Oh you should have detection by then" does not really apply to terran, having to blow a scan/wait for a turret all the time to take your third will suck. ...wait for a turret? If you proactively set up a turret your expansion timing will be almost completely unaffected, and you didn't have to scan. Plus the island can be used as a sort of ninja expo for Terran. Protoss can either get an observer before they expand to a 3rd, which they almost always do as it is, or set up a cannon. It's not difficult, guys.
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Just means they know they are in Arcade, I made sure to inform them. No hidden meaning.
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But Diamond, we want hidden meaning. Atleast give us hope there is light at the end of the tunnel D:
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On August 08 2012 10:28 andeh wrote: But Diamond, we want hidden meaning. Atleast give us hope there is light at the end of the tunnel D:
I made my complaints about the system VERY well known. Don't know if anything will get done with it but Blizz knows.
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On August 08 2012 10:06 Diamond wrote:Just means they know they are in Arcade, I made sure to inform them. No hidden meaning. I know there probably isn't, but like Andeh said, it would be a lot better if there was. Blizzard has a habit of not acting on things very fast at all, so if they do anything about it I don't suspect it'll be soon. Still, hope, and all that.
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A 3 PLAYER MAP ! PRAISE JESUS. We need more longinus styled maps with 3 starting positions, this 4 player massive map or 2 player slightly less massive really gets on my nerves.
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Hey everyone a major tourney circuit is looking very heavily at Colosseum AE, however are concerned about 1 base all ins being too strong in PvP. If you are a Masters or higher player and have some PvP's on here or can test some send me the replays!
pat[at]esvtv.com
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Oh please Blizzard add all these maps to the Ladder map pool and remove all the old maps (Shakuras, Entombed, Antiga, Taldarim)!
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Gods Garden and Timetwister could be masterpieces with a little expo editing
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On August 08 2012 04:31 Diamond wrote:Show nested quote +On August 07 2012 20:20 Hypemeup wrote: The creep on Bloody Ridge seems bad, just seems that it would make it a zerg map from the get go. Surely there is some other way to prevent proxy pylons there without just straight up making it better for zerg.
Just going "Oh you should have detection by then" does not really apply to terran, having to blow a scan/wait for a turret all the time to take your third will suck. I am so sick of Terrans finding every excuse in the world to never scan anything, it's one scan to get a third base.... Im so darn sick of it to expansion>MULE.Remember A scan is 300 mins you could get with a MULE,not 300 mineral cost
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Scumbag Blizzard, promoting ESV maps but still using their shitty maps on the ladder
Because f*ck logic uh ? :D
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