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[M] (2) ESV Edge of Oblivion by prodiG

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-01-05 02:19:19
October 31 2011 04:21 GMT
#1
[image loading]
ESV.TV - Home of the Korean Weekly & ESV Mapmaking team!


Edge of Oblivion by prodiG


This is my first fully completed map post-retirement. This map took me over a dozen iterations to get to what you can see today spanning cross at least 36 hours if not more. The map itself is named after the song Oblivion by Mastodon. The map was designed with the constraints that the TL mapmaking contest imposed and overall I am very pleased with how it turned out.

v1.1[image loading]

+ Show Spoiler [Angled Image] +

[image loading]


Features

Edge of Oblivion has a very experimental concept for a 2-spawn SC2 map. The concept stemmed from the idea that I wanted a map with both a backdoor and numerous ways to split the map and I feel that I've executed that well here. (I had help <3 ESV).

The main base features a back doors The main base has a lowground path under the natural expansion that leads up to a to another base and the path below the natural expansion can be used to harass the natural with vision of the high ground above.

Combine those features with the expansion layout and you have the ability to play the map many different ways. Choose to do standard 2 base timings and use the backdoors offensively to deal damage, play a standard macro game and defend the backdoors, wall your natural expansion in and break the rocks to take the expansion there as your third and be that much closer to your opponent, the list goes on and on. I'm very excited to see what players who are far more talented than myself can come up with on this map.

Info

Number of Players: 2
Map Size: 134x124
Tileset: Ulaan, Zhakul'Das, Ulnar
Main to Main: 40 (ingame seconds)
Nat to Nat: 31 (ingame seconds)
Number of Expansions: 12 Blue (All with full minerals and gas as outlined by TL Map Contest)
Number of Xel'Naga Towers: 2
Published as: ESV Edge of Oblivion

Changelog

v1.1
-Main base moved to high ground (PvP, pylon abuse, etc)
-Gold expansions removed
-Natural expansion backdoor removed
-8min/2gas expansion added near natural expansion

+ Show Spoiler [v1.1 Changes diagram] +

[image loading]


+ Show Spoiler [Edge of Oblivion v1.0] +

[image loading]
Click to enlarge

Click to see angled view


Aesthetics & Details

My favorite part! Check out these screenshots from the map! (Image Heavy). The aesthetic concept for this map came directly from Neo Enigma as well as the map's name "Edge of Oblivion". When I decided upon that name, I also decided that I wanted a map that looked like Neo Enigma or Xel'Naga Caverns but at the void of space.

+ Show Spoiler [Aesthetics & Details] +

[image loading]
Blue side

[image loading]
Southern third expansion fountain

[image loading]
Main base

[image loading]
You sunk my Protoss Carrier!

[image loading]
Path behind the gold expansion

[image loading]
Burning Xel'Naga Tower >: D

[image loading]
Middle of the map with Artosis bot on the left, Tasteless bot on the right and ESV Spaceshark(tm) reporting live from the action below

[image loading]
Waterfalls in space?! UNPOSSIBLE

[image loading]
Red side



+ Show Spoiler [Progress Pics] +


Sketches (Original Sketch is on the right)
+ Show Spoiler [Sketches] +
[image loading]


First Attempt in editor (ugh, can you say rusty?
+ Show Spoiler [First Attempt] +
[image loading]


~5th attempt (Many slight alterations were made to this design before it got this far
+ Show Spoiler [5th attempt] +
[image loading]


~10th attempt (again, many alterations made before it got this far)
+ Show Spoiler [10th attempt] +
[image loading]


11th attempt (some more alterations, more coherent, zeroing in on a good design
+ Show Spoiler [11th attempt] +
[image loading]


12th attempt (rocks, paths, expanding on the design)
+ Show Spoiler [12 attempt] +
[image loading]


13th attempt (Adding in more suggestions/changes form the map team & base to test for blink stalkers getting over the gaps)
+ Show Spoiler [13th attempt] +
[image loading]


14th attempt (Monitor cracked the map open and made some changes, huge props to him for helping me out a ton)
+ Show Spoiler [14th attempt] +
[image loading]



Analyzer Images

+ Show Spoiler [Analyzer images] +

[image loading]

[image loading]

[image loading]
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
darthcaesar
Profile Blog Joined June 2010
United States475 Posts
October 31 2011 04:24 GMT
#2
The back door into the gold is very interesting, curious to see what comes out of that ;D
He is wisest who knows he does not know. | (┛OДO)┛彡┻━┻
Versailles
Profile Blog Joined December 2010
Canada108 Posts
October 31 2011 04:26 GMT
#3
Let's be honest: it's no fire and ice map.

On a serious note, it looks great, prodiG. Can't wait to test it out.
phathom321
Profile Blog Joined March 2011
United States1730 Posts
October 31 2011 04:33 GMT
#4
Looks amazing @.@ Just out of curiosity, why did you remove the 5th base next to the gold?
"Dying in the line of duty is heroic, but dying while unemployed is just stupid." -L
Brettatron
Profile Joined March 2011
Canada159 Posts
October 31 2011 04:34 GMT
#5
Was excited to see the finished product ever since you posted that blog entry about it. Looks so good. Might just go test play it now!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 31 2011 04:34 GMT
#6
On October 31 2011 13:33 phathom321 wrote:
Looks amazing @.@ Just out of curiosity, why did you remove the 5th base next to the gold?

The map team and I talked about it and we decided it didn't flow right.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 31 2011 04:44 GMT
#7
The way the alternate map splits is incentivized with the gold (and I mean specifically the proportions and distance to the gold), very well done! Thoroughly pleased with prodig's first map since going dark. =)
Comprehensive strategic intention: DNE
Hawker
Profile Blog Joined August 2010
United States35 Posts
October 31 2011 04:46 GMT
#8
I like it. It has character.
I must've hit it pretty close to the mark to get her all riled up like that, huh kid? - Han Solo
StereoDVT
Profile Joined July 2011
United States30 Posts
October 31 2011 04:46 GMT
#9
I haven't seen the other entries, but I've been really liking this map since you first posted about it. Really hoping this wins, it looks sick and having an ESV map considered for the official ladder map pool would be nerd chill material.

Already played on the unfinished version of the map, can't wait to try it out now that it's done.
ESV TV Graphics | @StereoDVT | http://stereodvt.blogspot.com/
Haydin
Profile Joined December 2010
United States1481 Posts
October 31 2011 04:53 GMT
#10
Really like it. Can't wait to see some high level games played on it!
aka ilovesharkpeople
Downside
Profile Joined February 2011
173 Posts
October 31 2011 05:08 GMT
#11
This is what I see as a diamond level protoss player.

Looks like a lot a room for protoss abuse. Particularly the backdoor pathway from the gold. Looks like you could put a pylon up top hugging the rocks and then warp down onto the backdoor lane allowing you to attack from a position unavailable to other races in the early game. Also 3 bases all very close in proximity, with the added benefit of the nat being on highground that you can FFE on. Collosus would seem to dominate on this map as well. With so many cliffs around the first 3 bases protoss would seem to have a very easy time holding most all-ins. There are also a great deal of chokes making forcefields very strong both offensively and defensively.

Aside from that I see positioning tanks along the backdoor path to the gold to deny the nat as a real annoying thing terran could abuse.

I don't play zerg, but this map looks like a zergs nightmare. I don't mean to trash on the map, cause I think it's aesthetic looks awesome, and I'm just a diamond player, my understanding of how the map would work might not be that great.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-10-31 05:17:52
October 31 2011 05:16 GMT
#12
On October 31 2011 14:08 Downside wrote:
This is what I see as a diamond level protoss player.

Looks like a lot a room for protoss abuse. Particularly the backdoor pathway from the gold. Looks like you could put a pylon up top hugging the rocks and then warp down onto the backdoor lane allowing you to attack from a position unavailable to other races in the early game. Also 3 bases all very close in proximity, with the added benefit of the nat being on highground that you can FFE on. Collosus would seem to dominate on this map as well. With so many cliffs around the first 3 bases protoss would seem to have a very easy time holding most all-ins. There are also a great deal of chokes making forcefields very strong both offensively and defensively.

Not my first rodeo. Fixed the pylon warpin well before the map was even in beta. The majority of the cliffs aren't pathable so Colossus don't have much to abuse.

Aside from that I see positioning tanks along the backdoor path to the gold to deny the nat as a real annoying thing terran could abuse.
This is intended. If you let a terran player drop a pile of tanks in your backdoor are you actually going to blame the map?

I don't play zerg, but this map looks like a zergs nightmare. I don't mean to trash on the map, cause I think it's aesthetic looks awesome, and I'm just a diamond player, my understanding of how the map would work might not be that great.


Give the map a few tries and tell me what you think ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Oldboysctv
Profile Joined August 2010
Canada58 Posts
Last Edited: 2011-10-31 05:28:12
October 31 2011 05:27 GMT
#13
what about pvp? since the main to natural doesnt have a ramp doesnt that mean that 4 gate will be dominate for that match up since it relies heavily on there being a ramp for ff's and vision?

great map, really creative i love the back door, and great all around expansions. zerg could take a quick third too and defend it against a protoss going ffe.

good size ramps and not out of the way so if zerg wants to flank they are able to do so in a decent amount of time, many different paths which is nice to see, good use of rocks also.

i would actually love to play on this map.
There will always be better and worse players then yourself
KevinIX
Profile Joined October 2009
United States2472 Posts
October 31 2011 05:32 GMT
#14
Wow. As always a beautiful map by prodiG.
Liquid FIGHTING!!!
Imb
Profile Joined April 2011
Denmark57 Posts
October 31 2011 05:33 GMT
#15
Looks great! Would love some pro matches on this map! :DD
Deshkar
Profile Joined June 2011
Singapore1244 Posts
October 31 2011 05:42 GMT
#16
This looks like a really great map!
McKTenor13
Profile Blog Joined November 2010
United States1383 Posts
October 31 2011 05:48 GMT
#17
This looks like a really cool map. I'm afraid it may be a little terran favored with all the cliffs and high-ground, but I'd have to see actual matches on it to really tell. Good to see new maps coming out!
If you can chill. chill. - Liquid'Tyler
ePLocust
Profile Blog Joined November 2010
United States587 Posts
October 31 2011 05:58 GMT
#18
On October 31 2011 14:08 Downside wrote:
This is what I see as a diamond level protoss player.

Looks like a lot a room for protoss abuse. Particularly the backdoor pathway from the gold. Looks like you could put a pylon up top hugging the rocks and then warp down onto the backdoor lane allowing you to attack from a position unavailable to other races in the early game. Also 3 bases all very close in proximity, with the added benefit of the nat being on highground that you can FFE on. Collosus would seem to dominate on this map as well. With so many cliffs around the first 3 bases protoss would seem to have a very easy time holding most all-ins. There are also a great deal of chokes making forcefields very strong both offensively and defensively.

Aside from that I see positioning tanks along the backdoor path to the gold to deny the nat as a real annoying thing terran could abuse.

I don't play zerg, but this map looks like a zergs nightmare. I don't mean to trash on the map, cause I think it's aesthetic looks awesome, and I'm just a diamond player, my understanding of how the map would work might not be that great.


Well as a diamond level protoss as well as Zerg player i actually think the opposite.

The additional pathways mean if a Zerg does an early pool there are more than enough pathways for them to attack through (after breaking the appropriate rocks of course). I am personally of the opinion that I would not recommend FFE on this map and as a zerg if i saw someone go for it those rocks by the gold would be a main focus of my early lings cause if he's unprepared for attack from that lane well.... gg. Also, if a Protoss neglects to kill a drone that slips down into that pathway... they may get surprised with a proxy hatch.

From my point of view I would think that it would favor Zerg slightly but of course I'll have to play it first to be sure .
Joeydixie
Profile Joined August 2011
Canada3 Posts
October 31 2011 06:55 GMT
#19
I think the map looks great and the back door gold is an interesting idea but I can't see this being balanced for zerg due to the lack of mobility and ability to get a surround.
Get Money Get Paid
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
October 31 2011 07:34 GMT
#20
I love it! Looks like it has potential to either already be well balanced, or at least be balanced after a few iterations.
http://grooveshark.com/#/deltrus/music
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