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Thread updated: 6/11/13
ESV Ravage
2nd Place in TLMC2!
Map created by: IronManSC Version 1.4 all servers Uploaded to: [NA] [EU] [KR] [SEA] Published as: ESV Ravage
Change Log: (updated 6/11/13) + Show Spoiler [1.4] + 1) 3rd bases re-designed (a little more chokier)
2) 4th bases re-designed (less open, one entrance)
3) Several ramps added to create better flow
4) Destructible rocks in the middle were moved closer to the naturals
5) Collapsable Rocks added
6) Grass/Brick textures cleaned up
7) Major pathing and doodad bugs fixed
+ Show Spoiler [1.2] + 1) 4th bases re-designed
2) The cliffs next to the large destructible rocks are no longer pathable
3) The ramps to the 3rds are widened by 1
4) Map resized to 136x140 and still retains the exact concept
5) texture, pathing, foliage fixes
Replays: (out-dated) + Show Spoiler +ESV Ravage LIVE map test games (Day 1): Watch VODESV Ravage LIVE map test games (Day 2): Watch VOD
Overview updated 6/11/13
Introduction: (updated 6/11/13) ESV Ravage is actually based entirely off my big hit, Ohana LE. I literally opened Ohana in the editor and transformed it into this (see vods below). I almost had another beach theme going, but I felt it was time to give starcraft another desert map instead. The concept is similar to Cloud Kingdom with an S-shaped high ground path, however the center high ground area is what really sets it apart. While this is a pretty generic map, the atmosphere when playing on this map is definitely something that makes it cool, and the terrain style keeps you looking and figuring it out as if it was a maze. I didn't really care much for the border aesthetics on this one since it's a desert so there's not much that should be going on anyways, so I just added a lot of rocks.
Poll: Rate this map7-9 (Good/has potential) (57) 54% 10 (Awesome, Would play again!) (22) 21% 4-6 (It's ok/decent) (18) 17% 1-3 (Bad) (9) 8% 106 total votes Your vote: Rate this map (Vote): 1-3 (Bad) (Vote): 4-6 (It's ok/decent) (Vote): 7-9 (Good/has potential) (Vote): 10 (Awesome, Would play again!)
Turning Ohana into Ravage (vods): (out-dated) + Show Spoiler + Map Info: Size: 136x140
Rush Distances: Main to Main: 52 in-game seconds Nat to Nat: 43 in-game seconds
Pictures: (updated 6/11/13) + Show Spoiler +
Have any mapping questions or want to talk privately? E-mail me @ askironmansc@gmail.com
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This looks like the map i wanna play for the rest of my days! ![](/mirror/smilies/smile.gif)
GL with TLMP! Liking Khalis a lot too, but Ravage is simply amazing, both layout and textures.
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Great design. Looking forward to playing some practice partners on it when I get some friends.
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A little big and a dull aesthetics-wise, but the layout is solid.
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Can't wait to load it up and play some games on it. I like the general layout of the map.
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As you mention yourself, it's not a very interesting layout - but it's solid. Although I think you could shrink the map without hurting the layout so much; 142x150 is rather big. Aesthetics I feel could use some work.
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Map is subject to change, no worries.
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Austria24417 Posts
That third seems a little hard to hold for protoss especially, other than that I think it's a great map!
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Aotearoa39261 Posts
Reminds me of Jungle Basin, except done right. Nice map.
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really nice map I will try it out
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played a few games on this, its a great map!
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great map, reminds me alot of ohana. would immortal all in/10
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I don't think it's too big at all, but the 3rd seems too easy for the map size. I would like it if the natural was a little bigger and 3rd a little farther away/not hugging the natural cliff.
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You cheated, OFC this will get on the ladder. When in doubt, add more rocks.
Good job
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What Ohana should have been!
+ Show Spoiler +Too bad we've already been playing ohana for years... ![](/mirror/smilies/frown.gif)
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Changes I wanted to suggest: 1. added second tower 2. no rocks in centre that before made the n2n ridiculous, new highround structure instead of lakes. 3. second ramp to central highround NW ans SE. Bigger and inside ones with rocks. 4. area infront of nat slight moved away from third 5. moved main, nat and third toward middle, made map 10 units smaller (before:144x150; now:144x140) 6. cleaned choked area between third and fourth 7. adjusted third mineral line rotation 8. enlarged third's choke towards fourth by moving towards outside edge, moved rocks to middle of choke where they are more meaningfull 9.made fourth area a bit bigger and rotated mineral line to a more vertical position. 10. enlarged nat slightly
Please note that there are several misplaced doodads in the northern half!
edit: tower range ends at the far away side from the central structure.
since I was given the map file (brave IronMan ) I was able to quickly implement some small adjustments of the spacing and the new middle into the map to see if it works well. map image after changes:
![[image loading]](http://i.imgur.com/PzfGXMK.jpg)
Idea for visuals: make it look like ohana
Reasoning: 1. The original's middle is one-dimensional and the rocks completely useless, they hurt the rush distance a lot. 2. Third is not great, i could not solve this, yet fourth clearly is better now. Both are less cluttered now. 3. the additional ramp up the middle base (rocked) allows an alternative attack path in mid and late game 4. additional path and highround structure in centre give you something to play around with. 5. with these changes n2n choke is 35sec
edit2: The minimap and the mineral layout on it look so much better now. I am tempted to copy it and build another map around it ![](/mirror/smilies/wink.gif)
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Frankly Samro, I prefer the original in almost every way (though I do like the idea of 144x140 over 144x150 for a 2p map).
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Middle is better, fourth is better. Open third is worse and I don't like the new ramps at the central bases. Not a fan of the watchtowers either... just remove them. XNT are out of date!
The third area is still the weak point of the map. It is oversized and has a useless path. I really don't like that kind of thing in maps, because it detracts from the gameplay. Honestly when something like that appears in one of my maps, I try to rethink the design. On Ravage, I advise altering the highground near the third to make better use of the space.
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