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Erebus
Images: Overview: + Show Spoiler + Angled View: + Show Spoiler + Analyzer Image: + Show Spoiler + Details: + Show Spoiler +
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
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dezi
Germany1536 Posts
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 ^^
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I like the empty look. very bleak. The natural looks kinda easy to defend but the ramp is a bit far away.
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Very nice, I'm liking the layout of the bases a lot
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Looks like a nice map man gj.
When I look at it though all I see is cheese placements T_T
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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.
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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. =)
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A great map for surrounds and flanking, im liking what i see!
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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.
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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.
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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
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ALLEYCAT BLUES49489 Posts
I'm sure with chat channels making custom games easier people can give you better feedback.
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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.
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Yeah, the no chat channel makes Sc2 feel like the most anti-social multiplayer out there.
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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!
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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.
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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.
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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.
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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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