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[M] (2) Erebus

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
BoomStevo
Profile Joined August 2010
United States332 Posts
November 26 2010 14:47 GMT
#1
[image loading]
Erebus

Images:
Overview: + Show Spoiler +
[image loading]

Angled View: + Show Spoiler +
[image loading]

Analyzer Image: + Show Spoiler +
[image loading]

Details: + Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


Notes:
This map was originally named Providence in my map thread but I finished the aesthetics and decided to rename it. I think the best feature of the map are the large number of viable attack paths while also having an open center. I also like the choice in fourth bases.

My Map Thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 26 2010 15:12 GMT
#2
Nice details as usual, would like to see a distance analyzer picture cause this seem to have changed since the last version i can remember ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 26 2010 15:27 GMT
#3
I like the empty look. very bleak. The natural looks kinda easy to defend but the ramp is a bit far away.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 26 2010 16:35 GMT
#4
--- Nuked ---
-{Cake}-
Profile Joined October 2010
United States217 Posts
November 26 2010 17:09 GMT
#5
Very nice, I'm liking the layout of the bases a lot
IcyPringle
Profile Blog Joined October 2010
Canada210 Posts
November 26 2010 17:18 GMT
#6
Looks like a nice map man gj.

When I look at it though all I see is cheese placements T_T
SC2: IcyPringle.137 - Terran
BoomStevo
Profile Joined August 2010
United States332 Posts
November 27 2010 01:24 GMT
#7
On November 27 2010 02:18 IcyPringle wrote:
Looks like a nice map man gj.

When I look at it though all I see is cheese placements T_T

I don't think there are any overpowered cheese placements but if you find one, please point it out.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Archas
Profile Blog Joined July 2010
United States6531 Posts
November 27 2010 01:30 GMT
#8
In Greek mythology, Erebus (Ancient Greek: Ἔρεβος, "deep darkness or shadow"), was the son of a primordial god, Chaos, and represented the personification of darkness and shadow, which filled in all the corners and crannies of the world.

You sure know how to name your maps. The aesthetics match the title perfectly! A very beautiful map, in a gloomy way. I wholeheartedly approve. =)
The room is ripe with the stench of bitches!
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
November 27 2010 04:25 GMT
#9
A great map for surrounds and flanking, im liking what i see!
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 27 2010 07:06 GMT
#10
I think austere fits this very well. Let's the terrain speak for itself.

I like your texture mixing in the bases too, nifty pattern.
Comprehensive strategic intention: DNE
BoomStevo
Profile Joined August 2010
United States332 Posts
November 27 2010 13:53 GMT
#11
I'm glad everyone is digging the look of the map. I guess my recent maps kind of reflect my mood. I'm kind of tired of seeing grass and trees on every other map on these forums. I'm attempting to give my maps a unique look that isn't normally seen.

Though the dark aesthetics were kind of a natural decision considering the texture palette I chose. Since I was using a lot of white sands, the black fog counteracts the brightness of the textures.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
December 04 2010 05:14 GMT
#12
On November 27 2010 00:12 dezi wrote:
Nice details as usual, would like to see a distance analyzer picture cause this seem to have changed since the last version i can remember ^^

191.1 main-to-main
162.1 nat-to-nat
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50637 Posts
December 04 2010 05:27 GMT
#13
I'm sure with chat channels making custom games easier people can give you better feedback.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
BoomStevo
Profile Joined August 2010
United States332 Posts
December 04 2010 08:49 GMT
#14
On December 04 2010 14:27 BLinD-RawR wrote:
I'm sure with chat channels making custom games easier people can give you better feedback.

Hopefully chat channels will make it easier to find more people to test maps and get faster feedback.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
December 06 2010 17:55 GMT
#15
Yeah, the no chat channel makes Sc2 feel like the most anti-social multiplayer out there.
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
Antares777
Profile Joined June 2010
United States1971 Posts
December 07 2010 01:17 GMT
#16
This is seriously awesome. The way that the natural base connects to the middle and how the middle isn't too powerful (you know, siege tanks...), and the brilliant expansion placement make this map awesome. It reminded me a little of Sungsu Crossing (sp?), yet the middle has its own unique flare. Nice job!

BoomStevo
Profile Joined August 2010
United States332 Posts
December 07 2010 03:11 GMT
#17
On December 07 2010 10:17 Antares777 wrote:
This is seriously awesome. The way that the natural base connects to the middle and how the middle isn't too powerful (you know, siege tanks...), and the brilliant expansion placement make this map awesome. It reminded me a little of Sungsu Crossing (sp?), yet the middle has its own unique flare. Nice job!


I'm glad you like it! It went through a few revisions and I feel as if it turned out really well. It's a good feeling when someone appreciates the work that went in to a map.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
G_Wen
Profile Joined September 2009
Canada525 Posts
December 07 2010 03:25 GMT
#18
This map is excellent. A fine example of elegance. I especially enjoy the large number of attack paths that the map offers.

On December 07 2010 10:17 Antares777 wrote:
This is seriously awesome. The way that the natural base connects to the middle and how the middle isn't too powerful (you know, siege tanks...), and the brilliant expansion placement make this map awesome. It reminded me a little of Sungsu Crossing (sp?), yet the middle has its own unique flare. Nice job!

This map would play very differently from Sungsu which featured a straight attack path towards the opponent. This one features many viable paths while the most direct one requires you to go up and then down a cliff a feature that is not present in Sungsu.
ESV Mapmaking Team
BoomStevo
Profile Joined August 2010
United States332 Posts
December 08 2010 00:47 GMT
#19
On December 07 2010 12:25 G_Wen wrote:
This map is excellent. A fine example of elegance. I especially enjoy the large number of attack paths that the map offers.

Show nested quote +
On December 07 2010 10:17 Antares777 wrote:
This is seriously awesome. The way that the natural base connects to the middle and how the middle isn't too powerful (you know, siege tanks...), and the brilliant expansion placement make this map awesome. It reminded me a little of Sungsu Crossing (sp?), yet the middle has its own unique flare. Nice job!

This map would play very differently from Sungsu which featured a straight attack path towards the opponent. This one features many viable paths while the most direct one requires you to go up and then down a cliff a feature that is not present in Sungsu.

For Erebus to be called elegant is quite an honor.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Antares777
Profile Joined June 2010
United States1971 Posts
December 08 2010 00:57 GMT
#20
On December 07 2010 12:25 G_Wen wrote:
]This map would play very differently from Sungsu which featured a straight attack path towards the opponent. This one features many viable paths while the most direct one requires you to go up and then down a cliff a feature that is not present in Sungsu.


Yes, you're absolutely right. This map is like Sungsu Crossing, but its main difference is that it is split down the middle, dividing Sungsu Crossing's straight middle attack path into two, which actually changes the gameplay a lot more than I realized at a first glance.

Also on a second glance, this map looks a little big...
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