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ESV TV, The home of the Korean Weekly!
ESV Muspelheim
by Jacky
No publish yet.
Map informations:
Number of Players : 2 Map Size : 134x144 Tileset : Braxis Alpha, Char, Redstone, New Folsom, Meinhoff, Castanar
Main to main distance : 32sec (real time) Nat to Nat distance : 29sec (real time) Number of Xel'Naga Towers : 2
60 degree picture : + Show Spoiler +
Aesthetics : + Show Spoiler +
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Dont want to go into too much detail yet but.
Aesthetics are fantastic. Circle syndrome is obvious, but with 12 bases it tends not to be a big deal. High-ground pod is a great feature and I'd like more maps to use them. Seriously lacks innovation.
That said, it looks so amazing its hard to fault it at all. ^_^
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Seriously dont like the LoS blocker grass for some reason. other then that i think some places are too open. great map though
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Can people please stop with the space sharks?^^ Other than that, hot stuff!
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To me the base under your main is useless. + Show Spoiler [relevant picture] +
Green cant take the one at his own main because it's too close to the enemy's fifth base and also very out of place. And he cant take the other base either because it's cliffable from the enemy's main.
In my opinion this base should be changed.
For the rest of the map I think it's quite cool and good looking!
edit: What is up with your German styled names by the way lol
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Zerg map.
LoS blockers pretty much always zerg favored feature, and this map sure has them. Open, and there is like no wall hugging allowed while pushing. Very many attack paths. 4th base extreamly hard to defend vs zerg.
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On April 28 2012 17:48 chocopaw wrote: Can people please stop with the space sharks?^^ Other than that, hot stuff!
I agree. One time it was great, after Cloud Kingdom it looks like boring copypasta. Other than that I loooove the map. These highgrounds are really amazing and will provide us with an incredible lategame. The aestethics are great too, the combination of lava and orange fog is lovely.
I so hope for this getting into the GSL...
Oh, btw, why is a korean mapmaker better at making western names than superouman?
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4th base extremly hard to hold ? You joking ? Just put a wall there, nothing zerg can do. The third base is pretty hard to deny,
I rather like this map as a zerg, because it reverses the somewhat boring routine of "Get as much of an eco advantage as you can, they throw cost-uneffective thigs at your opponent" Here, Z can be cost-effective in engagements, but T and P can expo quite safely.
Luv the theme too, but space sharks suck hardcore
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Is it me or I just had enough of this layout? Whats the difference between Dual Sight, Belshir Beach, Ohana, Korhal, this map and brazillion others aside of few modifications on high ground, fifth, rock or pathing? Can mapmaker be a lil bit creative in making map? I know maps would be played out different but still
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On April 28 2012 18:15 Ragoo wrote:To me the base under your main is useless. + Show Spoiler [relevant picture] +Green cant take the one at his own main because it's too close to the enemy's fifth base and also very out of place. And he cant take the other base either because it's cliffable from the enemy's main. In my opinion this base should be changed. For the rest of the map I think it's quite cool and good looking! edit: What is up with your German styled names by the way lol
I disagree with your take on the base. I love maps where there is a weirdly placed base that can and sometimes does mix up the play quite a bit. I think this is one of those bases and could be useful in that way.
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On April 28 2012 17:48 chocopaw wrote: Can people please stop with the space sharks?^^ Other than that, hot stuff! The Space Shark is the official mascot of ESV.
That's like telling TL "Can you stop with the horses?"
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On April 28 2012 19:36 Arceus wrote: Is it me or I just had enough of this layout? Whats the difference between Dual Sight, Belshir Beach, Ohana, Korhal, this map and brazillion others aside of few modifications on high ground, fifth, rock or pathing? Can mapmaker be a lil bit creative in making map? I know maps would be played out different but still
Sadly you get a lot of shit if you try. Maps which don´t fit that layout are "bad".
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This looks gorgeous. I think I need to get into Terran Manmade maps more, so difficult!
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On April 28 2012 18:15 Ragoo wrote:To me the base under your main is useless. + Show Spoiler [relevant picture] +Green cant take the one at his own main because it's too close to the enemy's fifth base and also very out of place. And he cant take the other base either because it's cliffable from the enemy's main. In my opinion this base should be changed. Not so sure about that. It reminded me of the center base on Daybreak, albeit pushed closer to the center and with wider entrances.
As for the aesthetics, i'm curious how you got the "overhang" look on some of these bases at the edge, how did you get the cliff not to go all the way down?
Anyhow, I like the base layout and feel like the 3rd may be pretty easy to take as protoss (me) but also think too much LOS blockers.
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On April 28 2012 21:03 Aunvilgod wrote:Show nested quote +On April 28 2012 19:36 Arceus wrote: Is it me or I just had enough of this layout? Whats the difference between Dual Sight, Belshir Beach, Ohana, Korhal, this map and brazillion others aside of few modifications on high ground, fifth, rock or pathing? Can mapmaker be a lil bit creative in making map? I know maps would be played out different but still Sadly you get a lot of shit if you try. Maps which don´t fit that layout are "bad".
Stop raging please Aunvilgod, can you quote an example of what you are talking about ?
No, those maps aren't the same at all, and yes, those modifications are far enough to make them stand out. As you say yourself, they play out differently. Actually, I don't even see a common point between Belshir Beach and this map. They are 2-spawn rotational symmetry, but then what ?
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Looks fantastic I love the aesthetics! But I am confused by the base under the main. I don't think is going to make good gameplay :C
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great map. nice layout stuff.
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This is a perfect example of a "correct" 3rd base. It might even be placed a little further away (the base itself, not the ramps), but everyone, please do it like this.
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On April 29 2012 01:05 Gl!tch wrote:Show nested quote +On April 28 2012 18:15 Ragoo wrote:To me the base under your main is useless. + Show Spoiler [relevant picture] +Green cant take the one at his own main because it's too close to the enemy's fifth base and also very out of place. And he cant take the other base either because it's cliffable from the enemy's main. In my opinion this base should be changed. Not so sure about that. It reminded me of the center base on Daybreak, albeit pushed closer to the center and with wider entrances. As for the aesthetics, i'm curious how you got the "overhang" look on some of these bases at the edge, how did you get the cliff not to go all the way down? Anyhow, I like the base layout and feel like the 3rd may be pretty easy to take as protoss (me) but also think too much LOS blockers.
The center bases on Daybreak aren't cliffable from the main, huge difference.
Also for the aesthetics I think he used space stuff so it's like a space background, then put lava on top of it and spammed rocks all over.
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On April 28 2012 20:50 iGrok wrote:Show nested quote +On April 28 2012 17:48 chocopaw wrote: Can people please stop with the space sharks?^^ Other than that, hot stuff! The Space Shark is the official mascot of ESV. That's like telling TL "Can you stop with the horses?"
If ESV wants to come off as a childish organization that doesn't know when a joke has been beaten into the ground then be my guest and keep the space shark.
Map looks great otherwise though.
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