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ESV Spring
by IronManSC
Published to [NA] [EU] [SEA]
![[image loading]](http://i.imgur.com/Qvivq.jpg)
Screenshots: + Show Spoiler +
Introduction I took my previous map, Cross Point, which was an experimental 6M FRB map, and transformed it into a standard 8m2g map for the current metagame. I reduced each player from 7 bases to 6, and I overhauled the map's tileset from desert to spring.
You might ask "why a spring theme?" Well for obvious reasons it's April, but also because I felt that a spring theme has not been fully developed or explored yet amongst the SC2 map community, and I wanted to experiment with the possibilities of trying to create a spring map, and so this is what I churned out!
The map's theme (or aesthetics) feature patches of melting snow, with rocky, muddy grass all over (the mud helps define the paths). I also added a shade of light haven grass around the snow to give the grass a more "frozen" look to it (like dew on the grass in the morning). There are lots of flowers as well In the near future I'm going to try adding some man-made decorations, since the man-made areas look a little bland right now, but man-made aesthetics are not my cup of tea 
The thirds on high ground can be walled off on its alternative entrance/exit with 3-rax, so this should not be too much of a problem to defend. Otherwise, you can grab 4 bases linearly, or expand around your main base which allows for different play styles. This base setup worked well in FRB, so I presume it will be at least okay for the current metagame in 8m2g play. Each main base features a small "step" for drops, colossi, stalkers, reapers, etc. This helps with harassment but also to reinforce the base hugging your main.
As always, leave comments and feedback ^^
Map Details: Players: 2 Playable Size: 136x160 XT: 2 Bases: 12
Tileset:
![[image loading]](http://i.imgur.com/Lni5I.jpg)
Analyzer: Main to Main: + Show Spoiler + Nat to Nat: + Show Spoiler + Summary: + Show Spoiler +
Notable Replays: PvT - http://drop.sc/161892 (17 min) PvT - http://drop.sc/161891 (23 min)
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Nice to see it got finished and let me say,it looks wonderful Good work IronMan!
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I think those center bases would be nearly impossible to hold especially against a terran player with tanks. Maybe there should be a benefit for taking that base rather than others because of its vulnerability.
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On April 18 2012 16:45 HighLach wrote: I think those center bases would be nearly impossible to hold especially against a terran player with tanks. Maybe there should be a benefit for taking that base rather than others because of its vulnerability.
Mabye a 3rd gas?
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Replays section added to the bottom of the OP. Matchup and match length are recorded as well.
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dezi
Germany1536 Posts
I think mereel captured this setting better with his 2in1 map - still the snow needed to be changed because of the complains about visuals issues players seem to have with those.
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On April 18 2012 17:42 dezi wrote: I think mereel captured this setting better with his 2in1 map - still the snow needed to be changed because of the complains about visuals issues players seem to have with those.
Mereel's version of this tileset, the old Damage Inc before it was changed to desert, wasn't necessarily spring as i recall. It was just standard grass/snow/dirt... like a mountain-like tileset (minus the mountains).
Damage Inc + Show Spoiler +
Spring + Show Spoiler +
I fail to see how damage inc represents spring more than my own map.
And the snow was because of the lighting. I've tested the snow on Spring and at first it was insanely bright but I fixed it.
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I can't test it tonight ironman, I've been working on coding, I'll check it out tommorow.
Maybe another replay of dew.
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reminds me of ohana except for the center base
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normally I don't really care about decals, details and somewhat artwork...
but this looks sooo nice friendly and cute, especially that 1st screenshot GOOD WORK!
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The more I look at this map, the more I like it.
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I think there is just waaaaayyyy too much ground in the middle, there arent really even any bases there so the map looks needlessly large to me. I think the aesthetics are top notch though!
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On April 18 2012 22:49 CaptainCrush wrote: I think there is just waaaaayyyy too much ground in the middle, there arent really even any bases there so the map looks needlessly large to me. I think the aesthetics are top notch though!
I plan to add a 3rd gas to the center bases to make them worth more. The middle is actually not as large as it appears to be. It's a good size for mid/late-game encounters.
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I like that you need presence in the centre to secure the middle third, but I think the rocks should be on the other side of the ramp to allow you to get behind your expansion from the low ground a bit faster.
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unfortunatly snow isnt really viable as a texture with 'correct' lighing because its just too bright as travis said. that was also the reason why i changed the tileset on damage.
i think that nightish lighting is ok here
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On April 19 2012 00:48 algue wrote: where is the shark ?
I am doing an aesthetics update shortly, which will include man-made aesthetics, space shark, and a change to the center bases.
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this actually looks really nice :D gj ironman!
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looks exactly like belshir beach except for the tileset and the middle is traversible.
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On April 19 2012 04:00 Natespank wrote: looks exactly like belshir beach except for the tileset and the middle is traversible.
Buy yourself some spectacles please.
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