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Active: 1762 users

[M] (2) ESV Chimaera

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2013-10-31 03:56:15
October 29 2013 00:14 GMT
#1
[image loading]
[image loading]

ESV Chimaera - version 1.3
Uploaded - [NA] [EU] [KR] [SEA]

[image loading]
+ Show Spoiler [analyzer] +
[image loading]


-Playable 140x140
-12 bases/10 expansions
-0 Xel'Naga Towers

[spoiler=aesthetics][image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

My only successful pass at a 2-in-1 map, this was the redo of Scorcher from way back when. I posted an image of it somewhere, but can't be fucked to remember where, it didn't have a thread anyway.

Also, may or may not be one of my TLMC submissions. :D

[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Meerel
Profile Joined March 2012
Germany713 Posts
October 29 2013 00:22 GMT
#2
nice
SDMF
Antares777
Profile Joined June 2010
United States1971 Posts
October 29 2013 23:43 GMT
#3
I love this! The middle is designed so well considering it's a 2-in-1 map. The rocks really add an interesting element to it as well by keeping it balanced for both sides and forcing players into the middle area despite its somewhat restrictive movement options. I'm getting a Planet S vibe from it but they are not similar maps at all.

Another feature that I like about the mains (in base natural ones) is the high ground above it. That reminds me of Lost Temple from forever ago. Air units can do shenanigans there, it'll be fun to have another map like that.

You are going to have to make sure that Stalkers cannot blink from the high ground in front of the mains into them. I'm referring to the spawns with the in-base naturals. That could be a huge problem.

The aesthetics are absolutely amazing, great job on that!
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 30 2013 12:16 GMT
#4
Still really like this map (phaeton is better than korhal though), though looking at it again so chokey!
Retired Mapmaker™
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 30 2013 20:47 GMT
#5
On October 30 2013 21:16 eTcetRa wrote:
Still really like this map (phaeton is better than korhal though), though looking at it again so chokey!

nuh-uh, check again :p
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Kruxxen
Profile Joined April 2010
United States149 Posts
October 30 2013 22:07 GMT
#6
Sickest map I've seen posted in a minute. Such a nicely balanced layout.
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 31 2013 00:10 GMT
#7
On October 31 2013 05:47 NewSunshine wrote:
Show nested quote +
On October 30 2013 21:16 eTcetRa wrote:
Still really like this map (phaeton is better than korhal though), though looking at it again so chokey!

nuh-uh, check again :p


Okay better!
Retired Mapmaker™
Incubus1993
Profile Joined February 2013
Canada140 Posts
October 31 2013 15:28 GMT
#8
Really solid work! I love the lay out. Not a huge fan of the dark and boring colours but that's not as important as the physical design. A few things I'd like to ask though.

I feel that breaking down the rocks beside the natural and taking that third would be way too powerful for Terran and Protoss because of only having to defend two average size chokes, especially against Zerg. Have you encountered this (potential) issue through testing before?

The rush distance is probably really short too is it
"I like to keep an open mind, but not so open my brains fall out."
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 31 2013 17:34 GMT
#9
On November 01 2013 00:28 Incubus1993 wrote:
Really solid work! I love the lay out. Not a huge fan of the dark and boring colours but that's not as important as the physical design. A few things I'd like to ask though.

I feel that breaking down the rocks beside the natural and taking that third would be way too powerful for Terran and Protoss because of only having to defend two average size chokes, especially against Zerg. Have you encountered this (potential) issue through testing before?

The rush distance is probably really short too is it

Rush distance is actually on the longer side, the map tries to avoid being turtly by having some aggressive elements added in, like a natural backdoor, or the entire 5/11 spawn setup lol.

For the 1/7 spawns, it should play out like a slightly more forward - and less turtley - form of Akilon Wastes. The map hasn't had too many test games though, so I'd like to see how things really go too.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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