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WCG 2011 Grand Finals Maps

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2011-12-07 09:01:13
November 26 2011 01:45 GMT
#1
[image loading]

So WCG annouced this quite quietly but ESV worked hand and hand with WCG this year to make the Grand Final maps. They wanted their own unique versions and we think we came up with it. So since they are not published worldwide yet (in the process right now) I figured I'd show you guys the maps and the changes.

WCG Shakuras Plateau:
(Published under "WCG2011 GF Shakuras Plateau)

[image loading]
-Added supply depots at the bottom of each main ramp.
-Cross spawn positions only.
-Aesthetics redone to Mar Sara (Desert).

WCG Metalopolis:
(Published under "WGG2011 GF Metalopolis)

[image loading]
-Cross spawn positions only.
-Added supply depots at the bottom of each main ramp.
-High Yield Expansion changed to Normal Expansion.
-Some aesthetics changed to Tarsonis.
-Changed lighting to Daytime.
-Added the space shark in the center.

WCG Antiga Shipyard:
(Published under WCG2011 GF Antiga Shipyard)

[image loading]
-Cross spawn positions only.
-High Yield Expansion changed to Normal Expansion.
-Added supply depots at the bottom of each main ramp.
-Changed aesthetics to Castanar (Space Platform).

WCG Tal'Darim Altar:
(Published under WCG2011 GF Tal'Darim Altar)

[image loading]
-Cross spawn positions only.
-Tileset changed to Char (Volcanic).

WCG The Shattered Temple:

[image loading]
-Cross spawn positions only.
-High Yield Expansion changed to Normal Expansion.
-Added supply depots at the bottom of each main ramp.
-Tileset mixed.

They also had me write a team bio (which I guess was not used) so here it is if anyone is interested!

ESV Mapmaking Team Profile
+ Show Spoiler +

The ESV Mapmaking team is the very first Starcraft II mapmaking team ever. Created during the early beta on Starcraft II under the name iCCup (later changed to ESV). Since that time the ESV Mapmaking Team has shown they are the premiere mapmakers in the world. Including such notable maps as the highly successful Testbug, the ESV staff have worked with every top tournament in the world like MLG, ESL, TSL 3, IPL and many many more!

We have a great staff and here is some information on them:

Patrick "Diamond" Soulliere II: The creator and owner of the ESV Mapmaking Team, Diamond has had a fascination with maps from his first entry into the Starcraft: Brood War scene. Working with near daily with world-renowned
Starcraft caster Artosis on adding map information to Liquipedia, to now owning the very premiere map team, it has come full circle. While only having created one Starcraft: Brood War map in his life and none in Starcraft 2, Diamond has been able to spot the next big thing in maps from a long time out, most notably predicting the success of Testbug but also demanding the recreation and update of the new 2 player superstar map Sanshorn Mist AE. Most notably has been responsible of the re emergence of the PandaBearGuy and constantly tries to figure out how to work neutral invincible Battlecruisers that shoot Banelings into every map possible.

You can find him at: http://www.twitter.com/ESVDiamond

Josh "ProdiG" Folland: One of the first and longest standing members of the mapmaking community, ProdiG got his start making maps the day the map creator was released. He has been a driving force in custom competitive maps, and the ideas and concepts he has helped create will be integral parts of mapmaking for years to come in both 1v1 and 2v2. Some of ProdiG's highlight maps include Neo Enigma, Ithaca, and the 2v2 maps Citadel of Gaia. He hosts his own weekly mapmaking show, "Mapcraft: State of the Terrain" on ESV TV every week.

You can find him at: http://www.twitter.com/prodigsc

Peyton "Monitor" Levin: Very much like ProdiG, Monitor got his start in SC2 competitive mapmaking very early in the Starcraft II beta, and instantly became one of the most influential members of the mapmaking community. Originally starting under his own team, Monitor and his staff joined the ESV Mapmaking Team very early on. Since the two teams merged, the result has been amazing. Monitor is a man of many hats, and although his maps are always great, it's what he does behind the scenes that makes him a superstar. Monitor connects all the teams, gives advice to mapmakers of all skill levels on the Teamliquid.net forums, and is a very important piece of the puzzle that is the ESV Map Team. His notable maps include TL Map Contest Finalist Korhal Compound, Pawn RE, and Sungsu Crossing AE.

You can find him at: http://www.twitter.com/esv_monitor

Philippe "Superouman" CWIK: Superouman is easily the driving force behind Non-Korean mapmaking, and the most successful Non-Korean mapmaker on the planet for SC2. His work has been featured by major organizations as far back as Starcraft: Brood War and his success in SC2 has been unparalleled. He is the creator of the map that broke every boundary for mapmaking Testbug, which helped usher in a new era of map design, thought, and texturing. Testbug went on to be used in roughly 1,000 professional SC2 games across the globe in 2011, and heading into 2012 he already has Sanshorn Mist AE and Cloud Kindgdom, finalists in the IPL and TL mapmaking contests (respectively). Every map he releases is a work of art, and almost unarguably very ahead of it's time. For consistent quality, no one comes close to the works of art Superouman creates.

You can find him at: http://www.twitter.com/esv_superouman

George "G.Wen" Wen: G.Wen is one of the crew originally brought over with Monitor, and has proven to be a very talented mapmaker. Often pushing the boundaries of map design and layout, his map have been a quiet storm. Hailing from Toronto, Ontario G.Wen is a Mid-Level Masters Random player on the US server. One of his notable maps is Empress Marsh.

You can find him at: http://www.twitter.com/esvgwen

Vilberg "Grebliv" Kristinsson: Grebliv like all the other before, started very early in the Starcraft II Beta and recently has really hit his stride. Sancturary, Grebliv's most recent map is a TL Map Contest Finalists and looks to be one of the very best 3 player maps ever since Testbug. He also recently remade the BW Map, Othello into it's new Othello AE version. Coming from Iceland, he quietly is becoming one of the most skilled and accomplished mapmakers in the world. You can find him lurking around the Teamliquid.net Cusotm Maps forum.

Albert "Neobowman" Jung: Neobowman is a long time mapmaker, that much like Grebliv has enjoyed a great amount of recent success. He was the one responsible for the fan favorite Katrina AE, and also has come up with the recent hit, Bardiche. Neobowman also created the most underrated map of all time, Starlight Breaker. The sole member of the ESV Mapmaking Team of Korean descent, he currently resides in Canada, and brings many new ideas and concepts to both the ESV Mapmaking Team, but also the community as a whole. Also the original creator of the Space Shark.

You can find him at: http://www.twitter.com/neobowman

Alec "Timetwister22" Cooper: The most recent addition to the ESV Mapmaking Team, Timetwister is a bit of a mapmaking phenom. His very first map he ever created is a finalist in the TL Mapmaking Contest, beating out hundreds of other maps made by mapmakers with MUCH more experience. His talent was recognized and he was added very quickly after. The map Haven's Lagoon is the TL Mapmaking Contest Finalist, and could easily make it into the Blizzard ladder on his very first map. Timetwister is now more active on the Teamliquid.net Custom Maps Forum.

You can find him at: http://www.twitter.com/greenlink22

Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 26 2011 02:27 GMT
#2
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...
ModeratorI am still alive, somehow
TL+ Member
monitor
Profile Blog Joined June 2010
United States2409 Posts
November 26 2011 02:32 GMT
#3
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...


Actually the texture changes are just to spice up some of the games. It isn't a big change, but it will provide a unique feeling to the maps despite how long most of them have been in tournament use.

And removing the gold bases isn't necessarily a bad thing- every tournament is starting to do it because they benefit Terran more than other races in every matchup (because they're mineral starved instead of gas starved), and are too easy for Zerg to take vs. a fast expanding Protoss.
https://liquipedia.net/starcraft2/Monitor
Phemtos
Profile Joined May 2011
Canada163 Posts
November 26 2011 02:32 GMT
#4
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...


Most competitive tournaments have removed gold base already because it can become quite unbalance when a terran players spam mule onto it.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 26 2011 02:34 GMT
#5
On November 26 2011 11:32 monitor wrote:
Show nested quote +
On November 26 2011 11:27 TehTemplar wrote:
These changes are pretty dumb tbh. They might as well rename Shakuras Plateau to Mar Sara Plateau and Tal'Darim Altar to Garm Brood Altar or something. Also, I'm not sure why they removed the gold bases in all the maps. They're gold bases for a reason...


Actually the texture changes are just to spice up some of the games. It isn't a big change, but it will provide a unique feeling to the maps despite how long most of them have been in tournament use.

And removing the gold bases isn't necessarily a bad thing- every tournament is starting to do it because they benefit Terran more than other races in every matchup (because they're mineral starved instead of gas starved), and are too easy for Zerg to take vs. a fast expanding Protoss.

Taking a second look at the maps, I think that you are mostly right, but the aesthetic changes honestly make the map look worse than it initially was.
ModeratorI am still alive, somehow
TL+ Member
Modernist
Profile Joined March 2011
United States89 Posts
Last Edited: 2012-04-08 00:57:53
November 26 2011 02:44 GMT
#6
vileChAnCe
Profile Blog Joined May 2010
Canada525 Posts
November 26 2011 02:52 GMT
#7
Don't listen to that guy, everything you've done is in extremely good taste. From a high level player perspective and as a spectator changes like this should be embraced!!

No gold and cross positions is fucking beautiful! One of the only changes I would have considered would be to take away the rocks guarding the gold on Shattered Temple as they are kind of redundant at this point.
Day[9] i've broken 6 mice, 5 keyboards, 3 pairs of headphones, and a mousepad, all from raging after starcraft losing streaks
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 26 2011 02:52 GMT
#8
Looks good guys! How long did it all take? o.O
Comprehensive strategic intention: DNE
Goldbullet
Profile Joined August 2011
United States88 Posts
November 26 2011 02:53 GMT
#9
cross positions only on every map now that something different. More zerg minded maps when having cross positions and no gold bases..
may your plans be as dark and impenetrable as night, and when u move, fall like a thunderbolt.- Sun Tzu
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
November 26 2011 02:57 GMT
#10
Tal'Darim looks AWFUL, but the rest look pretty good. It'll be cool to watch these maps we're so familiar with be so different.
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 26 2011 03:08 GMT
#11
On November 26 2011 11:32 monitor wrote:
Actually the texture changes are just to spice up some of the games.


Looks more distracting than spicy.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
rauk
Profile Blog Joined February 2009
United States2228 Posts
November 26 2011 03:11 GMT
#12
haven't terran winrates actually skyrocketed with the removal of gold bases on antiga?
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 26 2011 03:37 GMT
#13
When all spawns are forced cross, you know there is something wrong with the game.
Administrator~ Spirit will set you free ~
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 26 2011 04:20 GMT
#14
I like the changes. O.O
if happy ever afters did exist <3 @watamizu_
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-11-26 04:23:38
November 26 2011 04:23 GMT
#15
Don't like this, the tileset is as iconic if not moreso than the map itself, changing it while keeping the map doesn't make a lot of sense and would only confuse players as to whether it's the same map or not. It cheapens the whole thing imo.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-11-26 04:25:56
November 26 2011 04:24 GMT
#16
On November 26 2011 12:37 Plexa wrote:
When all spawns are forced cross, you know there is something wrong with the game.

Yes, unfortunately.
That is why I make 2 player maps :/
Edit: And do you really need cross positions on tal'darim? Because the close positions are long enough...
ModeratorI am still alive, somehow
TL+ Member
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 26 2011 04:25 GMT
#17
I don't quite agree with the re-texturing of old maps, in particular I downright hate the new Tal'Darim and Shakuras. Tal'Darim just looks bad and Shakuras had its own unique fibe due to the lighting and the shakuras tileset. Also Shattered Temple middle looks extremely boring visually.

However what I disagree with the most is with forcing cross spawns on every map. I can understand it being necessary on say 4 spawn rotational maps, since the nature of them means one side might have a slight edge due to how the rotation works. However on maps like Metal, Shakuras and Shattered there is no reason to remove close by air.

Close by air encourages some more different approaches to the game and involves different strategies and tactics, drop play and air harass is more popular which can also lead to more diverse games.
Its also interesting to see how players adapt their strategies to close by air or cross spawn maps.

By forcing cross spawn you're basically cutting out tons of fun and potentially spectacular strategies and plays. Cloaked banshee play, early drop play, stargate pressure etc

I really wish we'd let the meta-game play out more before committing to such rash action.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 26 2011 04:27 GMT
#18
On November 26 2011 13:25 Destructicon wrote:
I don't quite agree with the re-texturing of old maps, in particular I downright hate the new Tal'Darim and Shakuras. Tal'Darim just looks bad and Shakuras had its own unique fibe due to the lighting and the shakuras tileset. Also Shattered Temple middle looks extremely boring visually.

However what I disagree with the most is with forcing cross spawns on every map. I can understand it being necessary on say 4 spawn rotational maps, since the nature of them means one side might have a slight edge due to how the rotation works. However on maps like Metal, Shakuras and Shattered there is no reason to remove close by air.

Close by air encourages some more different approaches to the game and involves different strategies and tactics, drop play and air harass is more popular which can also lead to more diverse games.
Its also interesting to see how players adapt their strategies to close by air or cross spawn maps.

By forcing cross spawn you're basically cutting out tons of fun and potentially spectacular strategies and plays. Cloaked banshee play, early drop play, stargate pressure etc

I really wish we'd let the meta-game play out more before committing to such rash action.

I completely agree.
Also, if they are going to edit the maps in the first place, they could at least fix the positional imbalance in Shattered and Metalopolis.
ModeratorI am still alive, somehow
TL+ Member
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 26 2011 04:40 GMT
#19
Wow, please tell me those maps look 10x better ingame than on the overview.

Nice thing though to see that they involve the community. Too bad you couldn't persuade them to kick meta from the pool
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
blabber
Profile Blog Joined June 2007
United States4448 Posts
November 26 2011 04:50 GMT
#20
they should just rename the maps... Shakuras is not in a desert, and Tal'Darim is not a volcano
blabberrrrr
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