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Active: 1504 users

[M] (2) ESV Ravage by IronManSC

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2013-06-12 15:16:25
April 23 2013 17:19 GMT
#1
Thread updated: 6/11/13

[image loading]


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 VOD
ESV Ravage LIVE map test games (Day 2): Watch VOD


Overview updated 6/11/13
[image loading]


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 map

7-9 (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 +

Transforming Ohana LE to create a new HotS map:
Part 1: http://www.twitch.tv/esvision/c/2130949 (4-8-13)
Part 2: http://www.twitch.tv/esvision/c/2135031 (4-9-13)
Part 3: http://www.twitch.tv/esvision/c/2146401 (4-12-13)
Part 4: http://www.twitch.tv/esvision/c/2151504 (4-13-13)
Part 5: http://www.twitch.tv/esvision/c/2168960 (4-17-13)
Part 6: http://www.twitch.tv/esvision/c/2173248 (4-18-13)


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 +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Have any mapping questions or want to talk privately? E-mail me @ askironmansc@gmail.com
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Kaleidos
Profile Joined October 2010
Italy172 Posts
April 23 2013 17:32 GMT
#2
This looks like the map i wanna play for the rest of my days!

GL with TLMP! Liking Khalis a lot too, but Ravage is simply amazing, both layout and textures.
llIH
Profile Joined June 2011
Norway2144 Posts
April 23 2013 17:44 GMT
#3
I like it
Ashent
Profile Joined November 2011
Korea (South)109 Posts
April 23 2013 18:09 GMT
#4
Great design. Looking forward to playing some practice partners on it when I get some friends.
ww
wrl
Profile Joined April 2011
United States209 Posts
April 23 2013 18:10 GMT
#5
A little big and a dull aesthetics-wise, but the layout is solid.
It's funny; I dream a lot, but I'm not a very good sleeper.
TDV
Profile Joined September 2011
31 Posts
Last Edited: 2013-04-24 02:39:37
April 23 2013 18:11 GMT
#6
Can't wait to load it up and play some games on it. I like the general layout of the map.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 23 2013 18:23 GMT
#7
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.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 23 2013 18:28 GMT
#8
Map is subject to change, no worries.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Olli
Profile Blog Joined February 2012
Austria24422 Posts
April 23 2013 18:39 GMT
#9
That third seems a little hard to hold for protoss especially, other than that I think it's a great map!
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 23 2013 19:08 GMT
#10
Reminds me of Jungle Basin, except done right. Nice map.
Administrator~ Spirit will set you free ~
FrozenProbe
Profile Joined March 2012
Italy276 Posts
April 23 2013 19:23 GMT
#11
really nice map I will try it out
KingCorwin
Profile Joined February 2013
United States134 Posts
April 23 2013 19:23 GMT
#12
played a few games on this, its a great map!
Corwin#12780
asdfou420
Profile Joined April 2013
Korea (North)49 Posts
April 23 2013 19:43 GMT
#13
great map, reminds me alot of ohana. would immortal all in/10
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 23 2013 19:48 GMT
#14
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.
Comprehensive strategic intention: DNE
Grovbolle
Profile Blog Joined July 2011
Denmark3813 Posts
April 23 2013 20:04 GMT
#15
You cheated, OFC this will get on the ladder.
When in doubt, add more rocks.

Good job
Lies, damned lies and statistics: http://aligulac.com
Wrathsc2
Profile Joined March 2011
United States2025 Posts
April 23 2013 20:06 GMT
#16
nice map :D
A marine walks into a bar and asks, "Wheres the counter?"
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 23 2013 20:55 GMT
#17
What Ohana should have been!

+ Show Spoiler +
Too bad we've already been playing ohana for years...
https://liquipedia.net/starcraft2/Monitor
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-04-23 22:29:13
April 23 2013 22:03 GMT
#18
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]

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
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 23 2013 22:09 GMT
#19
Frankly Samro, I prefer the original in almost every way (though I do like the idea of 144x140 over 144x150 for a 2p map).
Twitter: @iamcaustic
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 23 2013 22:28 GMT
#20
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.
https://liquipedia.net/starcraft2/Monitor
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