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[M] (4) ESV Geryon

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 09 2014 00:52 GMT
#1
[image loading]
[image loading]

ESV Geryon - version 0.1
Uploaded - [NA] [EU] [KR] [SEA]

[image loading]


-Playable 152x152
-16 bases/12 expansions
-0 Xel'Naga Towers

+ Show Spoiler [closeups] +
[image loading]

[image loading]

[image loading]


Part of the goal was to shake things up a bit, and the map ended up coming together pretty quickly. The idea here was to have a different sort of main setup, that encourages different sorts of macro play and aggression. There's a backdoor 3rd, and a natural that can be walled off with rocks, but there are 2 angles you can come from as the attacker, so hopefully either macro play or aggression can be very strong, depending on who the more diligent player is. Aesthetics are nothing groundbreaking, and probably best described as the same style as Akilon Wastes(alternating colors), only on Kaldir.

So yeah, feel free to try it out. That's sorta the point, anyway

+ Show Spoiler [changelog] +

0.1 - current version


Recent Works:

ESV Gorgas Marsh
ESV Orion
ESV Chimaera


[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Gfire
Profile Joined March 2011
United States1699 Posts
January 09 2014 01:25 GMT
#2
I like the changes since the last version I saw. I do feel like I wouldn't mind the mid being a bit more open.
all's fair in love and melodies
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 09 2014 03:25 GMT
#3
I like the idea of it a lot.
SC2 Mapmaker
Timetwister22
Profile Joined March 2011
United States538 Posts
January 09 2014 03:25 GMT
#4
The way the mains-nats-thirds is super interesting. The rocks allow for safe early game turtle and greed while still allowing for general scouting. However, once the rocks are gone during the mid game, things get a bit #dicey. Any early timings or pushes can basically be done away with, except for maybe a few. Things like widow mine drops, 2 base muta, and 4 gate warp prism could be really strong here, especially if scouting is denied with rocks and players feel safe behind their own rocks.

I do have concerns about the late game, because taking the low ground fourth and holding the high ground in front of your natural can lead to some nice turtle play. Though, there is plenty of mid game opportunity to make up for that. I still think it's slightly rotationally imba, in favor of the CCW player since they will have the safer third. If this were a 2p map, or cross only, I think the main-nat-third setup would work better.

Good stuff. Could say this is a pretty cool map.
Former ESV Mapmaker | @Timetwister22
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 09 2014 03:30 GMT
#5
On January 09 2014 12:25 Timetwister22 wrote:
Good stuff. Could say this is a pretty cool map.

Oh snap.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 09 2014 04:34 GMT
#6
Great map. Loving your work.
Retired Mapmaker™
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 09 2014 07:17 GMT
#7
Seems like spawning CCW is much better? A CW-spawning player has a much harder time taking their in-base expansion first. Yes, they can block off the entrance to the natural, but that will mess them up for expanding to a fourth base (or third if they skip the in-base expo).

There's gotta be a way of evening it out... just don't see it right now. You can't move the rock locations because there needs to be a viable third. Can't remove any ramps without destroying the map concept. Only solution I can think of is to somehow make the backdoor path equidistant from the CCW player as the natural is. Or adding some sort of defenders advantage to the high ground of the in-base expansion, like a permanent time warp on the ramp haha.
https://liquipedia.net/starcraft2/Monitor
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