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[M] (2) ESV Abode

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-07-16 05:28:00
July 16 2012 05:27 GMT
#1
[image loading]

ESV.TV The home of the Korean Weekly!


ESV Abode


Published on NA, KR, EU, and SEA
By Namrufus
v1.1

[image loading]


This Protoss settlement is built on the site of a galactic psi energy focal point.

+ Show Spoiler [Map Analyzer summary] +

[image loading]

+ Show Spoiler [old versions] +

1.0 (motm may)
[image loading]

+ Show Spoiler [beauty shots (slightly outdated)] +

[image loading]
[image loading]
[image loading]


Stats
dimensions = 144x122
main2main rush distance(analyzer) = 164
nat2nat rush distance(analyzer) = 154

12 total bases:
---8m 2g bases: 8
---6m 1hyg bases: 4

1 watchtower
2 rocks

tileset = pure bel'shir
doodad count = 1311

Description

I made this as a fairly 'standard' medium sized 2 spawn map. The map is intended to be macro-oriented, with a safer third, but hopefully with a number of interesting ways to harass or attack, including a small path against the main that leads an enemy expansion that is not seen by the central watchtower. It was chosen as a top 5 map in MOTM May and is now an ESV Map.

please post any feedback, comments and suggestions you might have .
This is it... the alpaca lips.
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 16 2012 05:32 GMT
#2
This is very cool. Nice job with the textures, clearly showing which height levels are which. Maybe a touch too much sand, but even that is really well done.
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 16 2012 05:43 GMT
#3
what were the comments regarding this in motm? i wonder how you feel this would play out differently from day break.
starleague forever
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-07-16 06:26:49
July 16 2012 06:24 GMT
#4
That pillar in front of the 6th base makes it too choky for a lategame area, imo, especially since the other entrance from the long cliffside path is already narrow.

On July 16 2012 14:43 a176 wrote:
what were the comments regarding this in motm? i wonder how you feel this would play out differently from day break.

The third base is much easier (too easy for a map this size?) and the forward base is far less reward with much more vulnerability. Much easier to move between areas of the map, too.

If the pathing is like the first version, it's kind of cool that it doesn't go anywhere near the tower but the tower covers it (which solves the blind army bypass problem nicely), but you can't just camp an army on the tower without risking getting runby'd anyway. But if they push for tower you'll need troops there. So controlling the center is powerful but there is ample opportunity for an aggressor to outmaneuver a camper. Also I still love those long paths below the main. Congrats on being showcased with ESV. I hope this map makes some cool games to watch!

I feel like it would benefit from a redesign of the 5th and 6th bases. More negative space in that corner separating the pathways... that part of the map feels too connected so that careful planning of positions doesn't matter very much.

Like this maybe? Or something.

[image loading]
Comprehensive strategic intention: DNE
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 16 2012 08:36 GMT
#5
Some nice changes from the older version. This map does not suck
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Aunvilgod
Profile Joined December 2011
2653 Posts
July 16 2012 08:57 GMT
#6
Cute map. I think you should open the center highground to the sides. An army placed on top of it seems too immobile to me. Aesthetics are well done, but very conservative.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
July 16 2012 10:53 GMT
#7
Interesting map, Holy sight blockers lol
John 15:13
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-07-28 05:24:50
July 28 2012 05:19 GMT
#8
sorry for late reply

@Wnio, Ragoo, PiPoGevy

Thanks.

@a176

The MOTM top 5 description is here (2nd entry): http://www.teamliquid.net/forum/viewmessage.php?topic_id=341446, barrin also commented on the map here in the MOTM submissions thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=335916&currentpage=9#172

Though the initial expansion pattern is similar to daybreak's (main,nat,third on a path that is behind a central 6m1hyg base) The third is (as etp says) a lot easier to take. Past that point, the other expos and the structure of the center of the map are dissimilar to daybreak.

@EatThePath

Thanks for the feedback. I'm a bit afraid the 3rd is too safe myself. I might do something similar to the map in the future, depending on how it plays out.

@Aunvilgod

The center area is fairly far 'out of the way' in order to hopefully make that area useful to control but not incredibly powerful for holding the entire middle. I think adding ramps to the side would make the area less interesting.
As for aesthetics, the bel'shir tileset is awesome idk what you're saying :p
This is it... the alpaca lips.
FlaShFTW
Profile Blog Joined February 2010
United States10348 Posts
July 28 2012 08:47 GMT
#9
*Cue FlaShFTW careening into map thread*
*Looks*
*Thirds are fine*
*Leaves sadly*
Not a bad map. However, those top right and bottom left are really wako areas. Really chokey and weird.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 29 2012 11:52 GMT
#10
Actually saw this the first time last night in the Taeja vs Squirtle finals, never opened it up ingame before. Have to confirm that this is indeed a very nice map ! Hope it can get somewhere, somehow
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 29 2012 19:40 GMT
#11
On July 28 2012 17:47 FlaShFTW wrote:
*Cue FlaShFTW careening into map thread*
*Looks*
*Thirds are fine*
*Leaves sadly*
Not a bad map. However, those top right and bottom left are really wako areas. Really chokey and weird.

lol.


On July 29 2012 20:52 Ragoo wrote:
Actually saw this the first time last night in the Taeja vs Squirtle finals, never opened it up ingame before. Have to confirm that this is indeed a very nice map ! Hope it can get somewhere, somehow

omg... checking for vods as soon as tsl is over
Comprehensive strategic intention: DNE
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