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Active: 1383 users

[M] (4) ESV Ithaca by prodiG

Forum Index > SC2 Maps & Custom Games
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prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-11-02 01:18:37
May 08 2011 02:37 GMT
#1

[image loading]
ESV.TV, The home of the Korean Weekly!


[image loading]


Ithaca is a 4-spawn reflection symmetry map named after the Greek legend "The Odyssey by Homer, and the song The Odyssey by Symphony X (based on the same story). I had been wanting to return to the "overused" Jungle tileset for quite some time to shwo the community one of the many ways to take advantage of it and I finally found a map that I could fit onto it. Ithaca's concept spawns from a conversation iGrok and I were having about a Brood War map, (2) Odd-Eye. From there, I drew up a sketch and the map evolved to the point you see today. Ithaca is my first submission to the Map of the Month competition and my last 1v1 map I will be making for the forseeable future (more details on this to come).I'm back

Ithaca by prodiG v2
[image loading]
Click to enlarge

Click here to see top-down view

+ Show Spoiler [Ithaca v1] +

[image loading]
Click to enlarge

Click to see top-down view


Features
-Small bridge leading to close-by third expansion
-Xel'Naga Tower in open area outside of natural expansion providing vision of the ramps leading to the center and gold
-Gold expansion blocked by destructible rocks
-Middle is relatively open with choked areas, choose battles wisely
-Spacious, safe, easy to wall natural expansion (two ramps wide, like Shakuras Plateau)
-Reaper/Colossus cliffwalk patio leading into main
-Waterfalls and beaches! :D!!!

+ Show Spoiler [Features for Ithaca v1] +

-Wide bridge leading to third expansion
-Gold expansion blocked by destructible Xel’Naga Tower behind LOS Blockers (see below for images)
-Middle is open with choke points throughout
-Spacious, safe, easy to wall natural expansion (two ramps wide, like Shakuras Plateau)
-Waterfalls and beaches! :D!!!

Destructible Xel'Naga Towers
+ Show Spoiler [Destructible Xel'Naga Towers] +

This is not the first time I've used these on a map, but if you've never seen them before you might want to familiarize yourself with how they operate and tie into the map.

Destructible Xel'Naga Towers have 1000 HP, 500 Shield and 2 Armor. To destroy them, you must attack-click them (NOT right-click!). They also have a red minimap icon instead of blue.

Note the stats. 1000HP, 500 Shield, 2 armor. Also, check the minimap for the altered icon.
[image loading]

The tower blocks the expansion from being taken.
[image loading]

Destroy the Xel'Naga Tower to gain access to the gold expansion.
[image loading]

Enjoy your minerals~

[image loading]



Changelog

Ithaca v2
Why: The Korean Weekly tournament showed a skewed result in PvZ (81.8% in favor of Zerg after ~15 games) and rather than waiting for a larger sample size I decided to take the initiative and make some changes which are as follows:
-Third expansion closer to main and natural
-Ramp to middle split into two 2x ramps
-Xel'Naga Towers moved to open area outside of natural expansion
-Middle slightly more choked
-Bridge and ramp to third shrunk to two forcefields wide

For an in-depth analysis as to why these changes were made, tune into MapCraft: State of the Terrain Episode 4 on Sunday, Oct 23 6:30pm GMT (GMT+00:00) on ESV.TV!

Specs
Map Size: 136x136
Expansions: 12 blue, 4 gold
XNT: Four, outside of natural expansion
Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff


Closeup images
You'll want to see these.

+ Show Spoiler [Closeup Images] +


[image loading]
New and improved third expansion

[image loading]
Xel'Naga Tower outside natural expansion


Waterfall on eastern side of the map
[image loading]

Top-left main base
[image loading]

A broken wall, a crashed ship and a beach
[image loading]

Waterfall and expansion on north end of the map
[image loading]

The remainder of an old temple overlooking a beach below
[image loading]

Bottom-left main base & natural
[image loading]

Bottom-right main base & natural
[image loading]

Crumbling wall
[image loading]

Gold expansion & custom structure
[image loading]

Center garden
[image loading]

Lightning guardian

[image loading]


Map is published as "iCCup Ithaca"
Note from the author
This thread may raise some questions. First off, I am retiring from mapmaking, or at least going on "indefinite hiatus." I will explain my reasons at a later date and I make no reservations that I will not return in the future (HotS?). I have a few commitments that I need to tend to before I officially "retire" so this won't be the last you'll see of me by any means. Secondly, this map is not tagged "iCCup" because the mapmaking team is currently reviewing its procedures and protocols and making changes throughout. This map may be an iCCup map pending testing. Again, more information on this later. Finally, to talk about the map itself - this map probably siphoned 40-50 hours of my life over the course of the last 6 weeks and I'm glad to finally be able to present it just in time for MotM. Along with my retirement from mapmaking, I will be stepping down from judging so this map is my "go out with a bang." I wanted to show the community that any less than stellar aesthetics simply won't cut it anymore for Jungle tileset maps and I set out to put the bar reasonably high. I hope you all enjoy it!

I'm making maps again. I can't escape~

Shoutouts to iGrok for helping me spark this idea. GLHF in MotM, everyone! ;D


Follow me on Twitter!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Gfire
Profile Joined March 2011
United States1699 Posts
May 08 2011 02:49 GMT
#2
I like this map. I feel that it has some new and interesting visuals... I like how you made some of the ramps look like stairs.

I think the overall structure and flow of the map is pretty good... The only concern would be that the rush distances might be a bit short.

The distructible towers seem a bit odd to me.
all's fair in love and melodies
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50611 Posts
Last Edited: 2011-05-08 02:58:19
May 08 2011 02:57 GMT
#3
kinda chokey don't you think.

Tank Imba :p
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
May 08 2011 02:59 GMT
#4
This map is pure gold, such an awesome map, very nice job prodiG!!
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-05-08 03:05:34
May 08 2011 03:03 GMT
#5
On May 08 2011 11:57 BLinD-RawR wrote:
kinda chokey don't you think.

Tank Imba :p

There's at least two different ways to get around just about anywhere but your nat. If you're having problems with tanks, adapt. That's what they do.

On May 08 2011 11:49 Gfire wrote:
I like this map. I feel that it has some new and interesting visuals... I like how you made some of the ramps look like stairs.

I think the overall structure and flow of the map is pretty good... The only concern would be that the rush distances might be a bit short.

The distructible towers seem a bit odd to me.

The rush distance is comparable to Shattered Temple Cross positions (~27sec main ramp to ramp)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 08 2011 03:07 GMT
#6
i dont like the straight tiles against the desert, but everything else looks great.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 08 2011 03:27 GMT
#7
On May 08 2011 12:07 WniO wrote:
i dont like the straight tiles against the desert, but everything else looks great.

I'm not a fan of tiles and generally manmade stuff that fades into nothing, it doesn't really make sense to me. I wanted the tiles on the beach to look like they were over top of the rest of the terrain but there was still some sand and dirt blown overtop.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Mereel
Profile Joined February 2010
Germany895 Posts
May 08 2011 03:49 GMT
#8
im sad to see u go.....u where like the leader of sc2 mapmaking (at least for me).

and for this time i dont know i like this map...i think the layout is good, a little bit cornered infront of the natural.
besides that i dont like the texture at all, looks kinda ugly at the overview, dont know how it looks ingame.

anyways good luck in motm#5 and i would be glad to hear some information about the iccup mapmakingteam. (do u gonna continue without the leader?^^)
TPW Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 08 2011 03:55 GMT
#9
On May 08 2011 12:49 Mereel wrote:
im sad to see u go.....u where like the leader of sc2 mapmaking (at least for me).

and for this time i dont know i like this map...i think the layout is good, a little bit cornered infront of the natural.
besides that i dont like the texture at all, looks kinda ugly at the overview, dont know how it looks ingame.

anyways good luck in motm#5 and i would be glad to hear some information about the iccup mapmakingteam. (do u gonna continue without the leader?^^)

I'll admit, the overview picture looks pretty nasty. It washes out a lot of the colors and sacrifices a ton of detail. I suggest you check out the closeup images

The iCCup Mapmaking Team will continue to create maps and I will continue to be a involved in it at least in a limited regard.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 08 2011 04:03 GMT
#10
On May 08 2011 12:55 prodiG wrote:
Show nested quote +
On May 08 2011 12:49 Mereel wrote:
im sad to see u go.....u where like the leader of sc2 mapmaking (at least for me).

and for this time i dont know i like this map...i think the layout is good, a little bit cornered infront of the natural.
besides that i dont like the texture at all, looks kinda ugly at the overview, dont know how it looks ingame.

anyways good luck in motm#5 and i would be glad to hear some information about the iccup mapmakingteam. (do u gonna continue without the leader?^^)

I'll admit, the overview picture looks pretty nasty. It washes out a lot of the colors and sacrifices a ton of detail. I suggest you check out the closeup images

The iCCup Mapmaking Team will continue to create maps and I will continue to be a involved in it at least in a limited regard.

yeah overviews tend to do that ):
SmashHammer
Profile Joined January 2011
United States148 Posts
May 08 2011 04:46 GMT
#11
I'm sad to hear you're not going to be making maps for the foreseeable future. Your maps were some of my favorites. Good luck with everything!
TPW Mapping - theplanetaryworkshop.com
TheREALRaRas
Profile Joined January 2011
United States32 Posts
May 08 2011 04:48 GMT
#12
how do u add steps to ramps???
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 08 2011 05:07 GMT
#13
On May 08 2011 13:48 TheREALRaRas wrote:
how do u add steps to ramps???

Ground props doodad
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Antares777
Profile Joined June 2010
United States1971 Posts
May 08 2011 05:17 GMT
#14
Great map, a nice mix of title sets, I think. Getting a third on this map is going to be awkward on close spawns. You'd either have to expand really far away, right next to your enemy, or destroy your own tower. I'd much rather play a cross position game, otherwise contains at the golds in between your bases will be a pain in the ass. If you move out around it, they'll just destroy your natural, and if you push, well, at least you can move some of your army to the center and get a good flank. But then again, the tower overlooks past the LoSBs, so flanking will not go unnoticed.

These are just based on the overview image, I'm going to need some time to digest this map before giving a lot of feedback. I'm kind of unsure of how I feel about it right now.
iHexic
Profile Joined January 2011
United States1 Post
Last Edited: 2011-05-08 06:21:45
May 08 2011 06:09 GMT
#15
On May 08 2011 11:37 prodiG wrote:
Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff

How do you add multiple tilesets on a map?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 08 2011 06:27 GMT
#16
On May 08 2011 15:09 iHexic wrote:
Show nested quote +
On May 08 2011 11:37 prodiG wrote:
Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff

How do you add multiple tilesets on a map?

Data Editor
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
May 08 2011 06:37 GMT
#17
EPIC map! Was looking forward to this, and you guys don't disappoint

This looks like it can be a very "standard" map; it's not too extreme in any aspect.

Thanks for making!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
TheREALRaRas
Profile Joined January 2011
United States32 Posts
May 08 2011 06:42 GMT
#18
I THINK THE OPPS CAPS LOCKS i think the top left nat is alittle imbalalcne cuz banshees can hide in the high ground or air units can and the other nats they cat.
DNB
Profile Blog Joined November 2010
Finland995 Posts
May 08 2011 07:00 GMT
#19
Very detailed map both aesthetically and strategically... I like it. Only thing I don't like is the overlapping beach-tileset at the third, but that can maybe be fixed.... Mech looks strong on this map, but that's not a bad thing.. (since I'm terran )

Too bad to see you leave, all my favourite custom maps were made by you...
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 08 2011 07:03 GMT
#20
On May 08 2011 15:42 TheREALRaRas wrote:
I THINK THE OPPS CAPS LOCKS i think the top left nat is alittle imbalalcne cuz banshees can hide in the high ground or air units can and the other nats they cat.

That high ground is out of bounds. Nothing can fly up there.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
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