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[M] (2) ESV Cloud Kingdom

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 8 9 10 Next All
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2012-05-10 08:47:27
November 02 2011 22:57 GMT
#1
[image loading]
ESV TV, The home of the Korean Weekly!


Published on EU and NA.
Ladder, GSL and Proleague Season 2 map.

      ESV Cloud Kingdom by SUPEROUMAN

[image loading]

I wanted to make a map named Cloud Kindgom from... let me count... four years now. My decoration inspiration comes from Total Annihilation's planet Temblor (amazing game if the pathing wouldn't be shitty).
I started my preliminary works of this maps three months ago, it took me a very long time to find the good 3rd/4th transition as well as the middle.
My goal with this map is area control. To do so, i used tiny chokes mixed with very large areas which are next to expands. I also wanted the players to think about their attack angles, the longer path you take, the better position for your army to attack. The direct path has four 3-sized ramps partially blocked with rocks to make them 1-size in the early and midgame. The rocks are necessary to make army movement better in the late stages of the game.

They key of this map are flanks, if you engage an army straight, you will probably lose the battle. So please, don't 1a here, it won't work. However the middle of the map might be too tight for zerg against protoss, so i'm thinking about making the center ramps bigger and put long diagonal rocks to make the area wider.

Map explanation:
Circle = defender's army
cross = attacker's army
lines = army movement to defend and the width of the choke to defend
Army position after taking the natural
+ Show Spoiler +
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Army position after taking the third
+ Show Spoiler +
[image loading]


Two choices for the 4th
First choice
+ Show Spoiler +
[image loading]

Second choice
The light blue shows how well is the main protected from drops.
+ Show Spoiler +
[image loading]


Army position after taking the fifth
This is what i love, while having your army in front of the middle ramp, you can defend your 4th and 5th moving accordingly to the opponent and thus you can defend you entire base but there is still a threat of counter attacks from the corner expand.
+ Show Spoiler +
[image loading]



Map informations:

Main to main distance: 58 seconds (with probe)
Natural to natural distance: 35 seconds
Overlord distance to overlord spot: 3:28 (First marine out at 3:10)

Map size: 126*132

Textures:
[image loading]


Lighting: Aiur (Modified) 1.4 Exposure instead of 1.2

Pretty pictures!
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

The SpaceShark is guarding this holy place.
[image loading]

[image loading]

[image loading]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 02 2011 23:05 GMT
#2
Most inspiring use of Protoss Decals I have seen in a while!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 02 2011 23:10 GMT
#3
"Main to main distance: 58 seconds (with probe)
Natural to natural distance: 35 seconds"
Are you sure those numbers are correct?
Nat to nat does not seem that short.
Moderatorshe/her
TL+ Member
SpoR
Profile Blog Joined November 2010
United States1542 Posts
November 17 2011 12:18 GMT
#4
really like this map, hope it wins over haven's lagoon. But both really nice maps.
A man is what he thinks about all day long.
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 17 2011 12:19 GMT
#5
SpoR's seal of approval, f yeah! :D
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Ruscour
Profile Blog Joined April 2011
5233 Posts
November 17 2011 12:29 GMT
#6
This is straight up the best aesthetics of any map I've seen in this game...the 'atmosphere' feels a little uncomfortable to play on at first but that doesn't take long to get used to. I can't really comment on balance too much but there's no glaring flaws in that regard. Really hope we get to see this on ladder/in tournaments.
jsemmens
Profile Blog Joined June 2011
United States439 Posts
Last Edited: 2011-11-17 12:40:45
November 17 2011 12:37 GMT
#7
Love this map btw, LOTS of different expansion/army position possibilities.

I wanted to offer another possibility for a 4th expansion (perhaps for a Zerg to take against a terran or protoss. With my own *snazzy* drawing! I'm no pro or anything, so I can't guarantee that this actually makes sense, but it did come to mind when I looked at your map.
+ Show Spoiler +
[image loading]

I look forward to hearing what you guys think!

EDIT: Also just thought that Muta harass would become effective after an opponent takes a third base because the minerals in the main and third are very close together.
Check out the Flash Fanclub! http://www.teamliquid.net/forum/viewmessage.php?topic_id=336995
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 17 2011 12:52 GMT
#8
i love the color theme of the map, really unique and cool. Haven't seen or played the map enough so far to comment on anything balance wise (which is a good thing i guess). Its pretty drop save thats all i found out, which i like.
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 17 2011 13:07 GMT
#9
Do you guys have a website with a set of guides for map making? Every time I want to make a map, I get scared because it looks so complicating
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 17 2011 13:37 GMT
#10
On November 17 2011 22:07 Hassybaby wrote:
Do you guys have a website with a set of guides for map making? Every time I want to make a map, I get scared because it looks so complicating

Make them really simple but big first.
As time goes on and you get feedback, you will learn about the correct sizes and preferrable layouts.
Moderatorshe/her
TL+ Member
Tumor
Profile Joined July 2010
Austria192 Posts
November 17 2011 15:11 GMT
#11
Awesome map, i will try it today on Bnet
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
November 17 2011 15:53 GMT
#12
On November 17 2011 22:07 Hassybaby wrote:
Do you guys have a website with a set of guides for map making? Every time I want to make a map, I get scared because it looks so complicating

Just open up a few ladder maps and use them as your guidelines.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 17 2011 15:58 GMT
#13
Feel free to tell me if the lightings are not too dark now. I had some issues with it, i hope it's fixed now.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Moutas
Profile Joined April 2007
Greece158 Posts
November 17 2011 19:10 GMT
#14
Whoever helped you test out the placement of the watch towers should be awarded IMHO

Such a unique and well-thought map from an excellent map-maker that has been around for a long time now. Expect nothing less from SUPEROUMAN and the ESV team. Definitely one of my favorite maps.
aka DeA & GRC-DeathLink
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 17 2011 19:33 GMT
#15
I thought about this placement after i came back home that night ^^
This way, the map split isn't from natural to natural and make the corner expands not behind every other expand and thus, less protected.

you make me blush, go away
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
SpoR
Profile Blog Joined November 2010
United States1542 Posts
Last Edited: 2011-11-17 22:35:34
November 17 2011 22:30 GMT
#16
Actually this map probably won't win because it's too much like a combination Typhon Peaks and Dual Site. But I still think it's better than both.

Also, would you be inclined to make a flipped ground level version? All high ground becomes low and vise versa?
The reason being, is the middle of the map (map control) is already a great thing in itself. If you make it low ground though then it becomes a little less powerful and requires more map control around that area.
A man is what he thinks about all day long.
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 18 2011 11:44 GMT
#17
While i agree that it would be good to reverse the terrain in the middle, it would be bad to do so for the area near the nat and the 3rd, it removes the defender's advantage.
I prefer to let players defend well against all-ins and strong timing pushes and then fight for the control of the middle than giving the attacker the advantage at the beginning of the game.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
November 18 2011 13:07 GMT
#18
I like the natural
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Tabashi
Profile Joined June 2011
Belgium129 Posts
November 19 2011 21:27 GMT
#19
Oh my GOD! I'm falling in love with this map already! Great work!
"I'll be the hero you deserve." - HerO, aKa the Batman Protoss
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 27 2011 19:52 GMT
#20
Map updated with better lightings, fixed the brightness of the decals especially on low graphics.
Also moved the expand near the natural closer to the edge, it's less on the path now.

The paint art symbolize the previous expand placement.
[image loading]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
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