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Active: 10457 users

[M] (2) Erebus

Forum Index > SC2 Maps & Custom Games
Post a Reply
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-07-29 18:57:08
July 03 2012 17:38 GMT
#1
Erebus
by TheFish

Published on NA

Erebus has received a major overhaul with help from Namrufus.

[image loading]

Angled Overview:
+ Show Spoiler +
[image loading]


Introduction/Inspiration:

From wikipedia; "(Ancient Greek: Ἔρεβος, "deep darkness, shadow"), was often conceived as a primordial deity, representing the personification of darkness..."

So I've done all kinds of maps lately, 2v2, 4v4, FRB, etc, but with the proam its time to make a foray back into competitive
1v1. So I planned out 2 maps, a 2 spawn and a 4 spawn, and this is the 2 spawn I'll be submitting.

I drew inspiration from all over the place for this one, (cloud kingdom for the aesthetics, crossfire and daybreak for the bounds and layout) but I am concerned because the layout is kind of unorthodox. the nat-nat distance is on the short side (~ the same as Xel'naga caverns) but that is by design - the map is longer than it is tall, which might be causing some circle syndrome issues, but hopefully the high ground bases are possible to hold, and in anycase it should be fairly simple to get to 3 bases at least.
The middle area is a bit of a shot in the dark, and the watchtowers cover a lot, but holding your tower gives you good awareness of your first bases. I hope that tanks aren't too strong and I tried to give lots of ways to flank tank positions with LOS blockers. What do you think, teamliquid?

Pictures (Aesthetics):

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Data (Aesthetics):
Texture Set:
Ulaan Dirt Cracked
Port Zion Dirt Cracked
Zhakul'das Bricks
Char Mud
Port Zion Dirt
Zhakul'das Bricks
Ulaan Grunge
Zhakul'das Mercury Cracks

Cliff Type: Zhakul'das nat & manmade

Lighting: Custom
Fog: lots of fog.
Number of Doodads: ~1400

Pictures (Gameplay/Analyzer):

+ Show Spoiler +
[image loading]

[image loading]

[image loading]



Data (Gameplay)
Playable Bounds: 148X112
Number of Starting Positions: 2
Number of Bases: 12
Number of XWT's: 2
Number of Rocks: 1
Mineral/Gas Counts: all standard

Change Log:

+ Show Spoiler +
0.3
Removed middle rocks
Redid 3rd and highground 4th bases to decrease their size and move them closer to the main bases
Redid middle high ground area
Now features custom lighting
Various aesthetic improvements

0.2
Fixed middle rocks


Any feedback is appreciated so I can make changed before submitting
~ ~ <°)))><~ ~ ~
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 03 2012 18:07 GMT
#2
I kinda like it. Not sure about the size though, as you mention, it's quite small. I would probably increase map size, or get rid of those XNT's. Don't weight too much on my opinion though
Mapmaker | Author of Atlas, Rao Mesa & Paralda
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
July 03 2012 18:39 GMT
#3
I like the size, people are really starting to go overboard with map size. Some of these new 1v1 maps are over 150 in each direction!?!?!?

112 might be just a tad small, but I think this looks pretty good overall, especially since you have it long in the other direction still. It's not small enough to force a rush or 1 base all-in, but its not big enough to force a 45 minute macro game either.

Best size in my opinion, I'd like to play a few games on it.
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 03 2012 18:56 GMT
#4
this is the best map ive seen in a long time, very cool. finally a dark map.
Veloh15
Profile Joined January 2012
United States161 Posts
July 03 2012 19:12 GMT
#5
I feel like certain parts of this map seem a bit choked up. Still I like the flow of this map! It seems well made I think I will give it couple of playtests, and get a better look!
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 03 2012 19:16 GMT
#6
This map reminds me of Alpha Station, which is to say the expansion progression is just... weird. Let me elaborate.

It's a lot like a reflective symmetry map, only it's symmetrical in all 4 directions. I'm speaking of course with regard to the expansion progression as it concerns the 2 players in a game. If one player takes the CCW 3rd base(can't exactly call it forward), and the other player takes the CW 3rd, the setup between the 2 players is eerily similar to a reflective symmetry map, but they also have the choice to take the CCW 3rd themselves, making it a normal map. No single option for a 3rd base is necessarily forward or away, because it depends on where the opponent's 3rd base is at as well. This is perhaps one of the more curious instances of circle syndrome, one that is not necessarily good or bad, but rather... weird.

I like the map, and the expansion dynamic as I've described is peculiar as well, but I do see a potential problem. Games that try to go past 3 bases might get a bit tricky, since the distance for the defender to travel vs. the attacker is quite large, at least when looking at the overview. I'm not saying what I suggest is the only fix, but I think this particular design could stand to be stretched vertically, as this would also define the differences in the 3rd bases more.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Herfelt
Profile Joined June 2011
Denmark89 Posts
July 03 2012 19:19 GMT
#7
I really like the first four bases, however at the moment it is not possible to get a 5th or 6th without expanding to your opponents doorstep. I suggest making the 3rd at 6 o'clock/12 o'clock a dead end by removing the ramp leading away from the natural/main.

I like the center and the rocks, but I think that the watch towers covers too much.
PandaZerg
Profile Joined April 2012
Canada148 Posts
July 03 2012 22:30 GMT
#8
I like third and fourth position! Like the map! GL!
FlaShFTW
Profile Blog Joined February 2010
United States10497 Posts
July 03 2012 22:48 GMT
#9
absolutely solid map. really like it. the first 4 bases are really well positioned, as well at the other bases. i know a lot of people dont like the other bases because they are too close to the enemy, but i feel that it makes the game even more tense. army positioning will be key, and skills will be shown more in a map like this where positioning is key.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-07-29 19:05:10
July 03 2012 23:21 GMT
#10
Edit 7/29 - Erebus has been updated. Hopefully the updates help to minimize the circle syndrome / close bases. The aesthetics have also gotten a big overhaul.

Now published on NA!

+ Show Spoiler +
@Scorp - Thanks! Funnily enough, my first draft of this map was the same layout but much bigger! (like tal darim cross positions distances) Here is a screenshot just for shits and giggles.
+ Show Spoiler +
[image loading]


@CaptainCrush - Yes, I figured there were lots of big maps and wanted to try something in the other direction.

@WniO - Thanks!

@Veloh15 - If you play it let me know your thoughts! - I'll publish it soon.

Concerning the expansion dynamic - The points you guys bring up are exactly the argument that was going on in my head as I was creating the map. Its like this - Once you are looking at going up to 3 and 4 bases you are kind of playing a game of chicken with your opponent in terms of where you are going to expand and how you are going to defend it. In the end I decided to go with it since its something unusual - you and your opponent are driving towards each other, head-on, with the accelerator floored, who is going to blink first? (I just hope the map doesn't crash and burn)

One thing I could do to limit to circle syndrome is to play with the high ground 4th/5th bases. I was thinking of making the 2 ramps into one and making them cardinal facing towards the middle of the map.

@FlaShFtw - Seal of approval! Awesome!

Thanks for the feedback so far, I'd be thrilled to hear more opinions.
~ ~ <°)))><~ ~ ~
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 02 2012 21:29 GMT
#11
Looks really great. Solid layout with great aesthetics.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
August 03 2012 01:04 GMT
#12
That center is beautiful!

Nice work.
FOR GREAT JUSTICE! Bans for the ban gods!
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 03 2012 13:24 GMT
#13
I like this a lot, the aesthetics are really on point. It will be interesting to see which bases players take for their 3/4/5. The crystals around the middle are a really nice touch, good job.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
August 03 2012 13:47 GMT
#14
I think the middle area is too big, making bases races too viable. As in you cant attack any of the enemy bases without enemy having an exelent path to counter attack.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 04 2012 16:36 GMT
#15
Ahh, the aesthetics are ok, but the map in general seems loose. Space efficiency leads to good quality maps most of the time.
Mapmaker of Frost, Fruitland and Bridgehead
Gfire
Profile Joined March 2011
United States1699 Posts
August 04 2012 17:24 GMT
#16
Looks like the width of every path is exactly the same. No chokepoints, no open areas, no variance in path width. :/ I'm really not a fan of those little clusters of doodads thrown into the exact middle of any area which feels too big. The exact middle is like the worst place you could put it, creating equal space on all sides.

Basically since every spot has the same size, it really doesn't matter where you engage at all. This means virtually no positional play. Combine that with having no areas too small to move a large army through (harassment/counterattack paths) and you have a deathball map.

Weirdly the strong chokepoint on the map actually gives the attacker an advantage, the small ramp leading into the central base.

I like the aesthetics in some areas. Mostly the organic stuff, and textures. I don't really like the look of the crystals in the middle, I think it might be a bit overdone. I think it's a good selection of textures.

I do kinda like the expo layout. Feels fun.

The exact lines of where the watchtowers reveal is a little weird. They don't quite line up with anything.

Really, though, I'm being quite harsh but it's not a bad map. No glaring imbalances. Likely quite balanced, like Ohana which is fairly simple and not so positional. It's okay, it just puts more focus on the other parts of play (macro and related decisions, army control,) and less on utilizing the map features to gain some sort of advantage.
all's fair in love and melodies
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