|
ESV Abode
Published on NA, KR, EU, and SEA By Namrufus v1.1
This Protoss settlement is built on the site of a galactic psi energy focal point.
+ Show Spoiler [Map Analyzer summary] + + Show Spoiler [old versions] +1.0 (motm may) + Show Spoiler [beauty shots (slightly outdated)] +
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 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.
|
what were the comments regarding this in motm? i wonder how you feel this would play out differently from day break.
|
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.
|
Some nice changes from the older version. This map does not suck
|
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.
|
Interesting map, Holy sight blockers lol
|
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¤tpage=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
|
United States9921 Posts
*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.
|
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
|
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
|
|
|
|