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Eyon
Description: One of the last unspoiled planets in the universe. Eyon was said to be the garden in where the Xel'Naga worked on their inner peace. When the universe went to war, the Xel'Naga tried to come back to this oasis of peace.
Map status: Completed
Not published / Published on EU! / Published on US!
Last update: 27-01-2011
MotM #2: Participated in Map of the Month tournament # 2
Scores: Balance 5.9 Originality 5.8 Fun 5.3 Aesthetics 5
For a total of 22 out of 40. Getting better
Map images:
+ Show Spoiler +
Map analyzer images:
+ Show Spoiler +Openness + XWT coverage Base to base Nat to nat
Changelog:
v 1.4
- Reworked the middle a little bit, the LOS blockers run thru a little further, added a new screenshot
- Placed some leftover pathingblockers on areas like behind the 5th and behind the raised areas at the natural. Its not possible to drop anywhere thats of use, apart from the 4th, wich is intended
- Reworked the rocks leading to the 4th expo, the LOS blockers now are in sync with the map
- There were some crows missing when I booted and Ive eliminated some suspicious wildlife
- Made the spawns a little larger by taking away some of the 3rd. Its minor but theres definately no more mainshooting from the 3rd with tanks now
- The map will be published on the US (tnx lolish!)
old versions + Show Spoiler +v 1.3 - Added 2 Xel'Naga Watchtowers , one on each side of the map to improve scouting
- Added 'backdoor' rocks to 3rd. Destroying them gives more space for your enemy to move between 3rd and 4th, but ofcourse also leaves it open to attacks more
- Added LOS brush at above rocks, on the side of the 3rd
- Tweaked the gold expansion a little to have no room for a runby when you hold the tower on that side of the map (however you need to keep your eye on it, its a very small piece of intel)
- Put water where it should have been all along, some edges were missing
- Added doodads to the water surrounding the map
- Fixed a ramp access to the 4th, there was only one of the two ramps that big units could get on the highground
- Finalized my addiction to Gee from the GenerationGirls
- Removed a chunk of cliff near the 3rd, making it slightly harder to defend that expansion
- Added birds because, lets face it, nature loves birds
- Moved the ramp leading out of the main base one square closer to the big ramp (screenshot added) to improve wallins.
- Updated some of the doodads to all be coherent with the theme of the map
- Gave slightly more room to the main base, terrans were struggeling with building alot of buildings of 1 base (well theres ur problem)
- Updated all the screenshots and descriptions that had anything to do with the changes
v 1.2 - Moved the gold with the 4th. Gold is now in the middle and the 4th is now middle both sides
- Some texturework redone
- Added screenshot of the ledge at natural
v 1.1 - Made the spawns closer to the ramp, without losing room to build
- Moved one of the geysers in the natural to the main choke to cut tanking in half
Map gameplay: The map has a quick to take natural and a relatively easy 3rd to take, since its pretty tucked back. However defending the 3rd might leave the backdoor rocks on your natural open for attack. Also the 3rd has its own destructible rocks that open up a new point of attack when destroyed. The 2 expansions slightly further away can be taken in the lategame, or quick to hide an expo. The topleft and bottomright expansion are far away from your main base, but due to a smaller choke more easy to defend.
The gold is in the middle. Taking it requires some mapcontrol as ranged units can pick off workers if they have range. Luckily theres a Xel'Naga Watchtower to show any incomming attacks.
The map has a rather open middle , but still with enough blocking and gaps to not favour the zerg too much. The middle is the only area with brush, alto its not alot, just enough to hide the true strength of your army.
The further you go from the middle, the smaller the area to fight gets.
Why this map: I started with a temple-like middle, and worked around that. As you can see, the temple is the only part of the map that didnt make the cut in the end. I had so much fun with the green lands and the natural way of it all, that i scrapped the middle and redid it with another expansion for both players. From MorroWs interview he stated that most maps either have tight chokes or too open spaces. He wanted a more balanced map on that part. Also a 3rd expo is a big issue on the current maps. I made my 3rd so that its easy to take. Tho holding it is totally based on how you and your opponent play. This is done to not make it too easy.
Other map info: Playable area: 168 x 136 Terrainset: Bel'Shir Players: 2 Zerglings died during production: 19289 19296
Replays and Testing: Send replays to toitlefluff@gmail.com , I'd love to see how everyone likes the map! Test all you can and want and let me know what u think is good or bad.
Final note: Thanks for reading this far I put alot of thought and time into this map, I hope you guys n girls like it. Let me know what u think!
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dezi
Germany1536 Posts
Dunno why but kinda looks like a WC3 map :D 3rd fells really save in this one - still would like to see the ramps to the nat redone (45° angel facing the 3rd) and the main slightly repostioned (only the ressouces) do decrease the distance main - nat.
On January 17 2011 01:38 ihasaKAROT wrote: [...] Other map info: Zerglings died during production: 19271 Nooooooooooooooooooooooo :D
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United Arab Emirates660 Posts
I love you maps Karot <3 I'll try this out for sure, after I'm done laddering <3 loved your first map though! good job =>! will update when I'm done testing.
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I'm not a mapmaker, but me and my friends like testing maps here and there. It looks like a very nice map! Like dezi said, the third feels safe. As well as the natural and the main. That's not a bad thing, though! Nicely done man!
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On January 17 2011 01:54 dezi wrote:Dunno why but kinda looks like a WC3 map :D 3rd fells really save in this one - still would like to see the ramps to the nat redone (45° angel facing the 3rd) and the main slightly repostioned (only the ressouces) do decrease the distance main - nat. Show nested quote +On January 17 2011 01:38 ihasaKAROT wrote: [...] Other map info: Zerglings died during production: 19271 Nooooooooooooooooooooooo :D
I do have a wc3 background instead of sc1 , could be it
I've been thinking about the angled ramp towards third, but I'm afraid that would give the defending party a too easy time. Making it straight down like this requires that you either defend forward a little more, or make a choice defeding closer or further away. But lets see what the general opinion is
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Not too confident on the natural with respect to siege tanks (and possibly colo) taking down the gasses quite easily, especially since both are on the same exposed side, makes me think Steppes of War, but with 2 gasses at stake.
Looks pretty though, and lots of expansions etc which is always nice to see, rather than these tiny 2p maps.
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I think that the gold expansions is too easy to take for a gold expansion, even though it has rocks. I'd swap it with the expansion near the center of the map.
This is a really nice map though, very aesthetically pleasing.
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I really like this map but I think gold should be in middle instead. That backdoor @ natural seems to be kind of unique but still I don't like that both gasses are on the same side and easily tankable.
But in general this looks cool!
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Thanks for the tips there guys. Changed the following:
v 1.1 - Made the spawns closer to the ramp, without losing room to build - Moved one of the geysers in the natural to the main choke to cut tanking in half
I want to hear some more peoples opinions on:
- the gold position (make aggro macrogames more a standard on the map vs making it harder to take by putting it in the middle) - the rushdistances and general space on the map
edit: updated all the images where needed
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Just a question, this map is called Eyon right? I can't seem to find it in the custom map section...
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this map looks really, really good. I think the 3rd base should have two entrances though, maybe somehow connect the 3rd and gold? You might have to shift the mineral/gas locations around a bit. Other than that, I really like the layout, looks like a big 1v1 map
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On January 17 2011 08:39 MicroMarine wrote: Just a question, this map is called Eyon right? I can't seem to find it in the custom map section...
Cant find it either :<
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On January 17 2011 09:02 FinestHour wrote:Show nested quote +On January 17 2011 08:39 MicroMarine wrote: Just a question, this map is called Eyon right? I can't seem to find it in the custom map section... Cant find it either :<
It's on EU.
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Just by looking at it I think it looks awesome. Good distances and number of bases, though I think the middle bases should be gold without rocks. I like the backdoor natural rocks. And I especially like that the map has both tight and wide open areas, so it's up to the players to fight where they have the advantage. At least in principle, having not played it, I think this map is awesome.
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Its not published yet on Bnet. When I publish it , it will be on EU.
Tnx for all the input guys! I rly apreciate it. I will move the gold to the middle and vica versa. But Im at work atm so that wont happen for a good few hours
edit: added status in OP
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On January 17 2011 10:27 Antares777 wrote:Show nested quote +On January 17 2011 09:02 FinestHour wrote:On January 17 2011 08:39 MicroMarine wrote: Just a question, this map is called Eyon right? I can't seem to find it in the custom map section... Cant find it either :< It's on EU. Man, that sucks, I thought this would be a great map. Any chance you could upload it to a link for download? (If that's possible)
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Personally, I think it's a bit big for a 1v1 map. Despite this the overall layout and expansion routes are quite sound - I agree with swapping the gold and central expo's though.
My only other qualm is in regard to the varying height or noise of the terrain. While the depressed paths and hills look nice, it behaves quite bizarrely when you build on it (placing buildings flattens all of the terrain underneath it). It's purely aesthetic, but when terrain is as hilly as it is in this map you really notice it. Place a command centre on one of the paths and you'll see what I mean.
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Man, that sucks, I thought this would be a great map. Any chance you could upload it to a link for download? (If that's possible)
When I publish I'll see if someone wants to publish it for me on US aswell.
Personally, I think it's a bit big for a 1v1 map. Despite this the overall layout and expansion routes are quite sound - I agree with swapping the gold and central expo's though.
My only other qualm is in regard to the varying height or noise of the terrain. While the depressed paths and hills look nice, it behaves quite bizarrely when you build on it (placing buildings flattens all of the terrain underneath it). It's purely aesthetic, but when terrain is as hilly as it is in this map you really notice it. Place a command centre on one of the paths and you'll see what I mean.
Swapping the gold later today. The noise is indeed aesthetic, I flattend most of it to not have too much of a difference. When I playtest it more I will keep that in mind, thanks for the tip.
Another question from me to you all:
Someone said it was on EU , did you mean its there already, cus thats simple not possible. Also the comment from funcmode (build it and you will see) , is that tested on my map or just a comment in general?
tnx in advance
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On January 17 2011 21:26 ihasaKAROT wrote: Another question from me to you all:
Someone said it was on EU , did you mean its there already, cus thats simple not possible. Also the comment from funcmode (build it and you will see) , is that tested on my map or just a comment in general?
tnx in advance That was just a general comment, not something I've personally tested on this map. Map noise seems to always behave this way which is why I said it the way I did.
I can have a look as to whether it's on EU when I get home (in about 20mins) but if you've not uploaded it or sent it to anyone, then as you say it's probably not likely
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I feel that the map is good, but I feel it is too cramped for zerg players. One suggestion I have is making the unpathable valley between the natural and third and making that even in height with the land around it. This gives an open area for zerg to attack and flank as well as still have areas for protoss and terran to attack in chokes.
As for the gold I feel that should be put in the middle with rocks and the rocks for the 4th base should be removed because they seem to be out of the way. This is a big problem with DQ (you want to expand, but to do so involves removing rocks out of your attacking path). If you make it gold rocks in the middle then you have a place where a person can threaten the backdoor natural rocks as well as expand as well.
I haven't gotten a chance to play it yet because I'm US, but those are some quick critiques I can see, but overall there are a good number of expansions for 1v1 (not too many), expansions are both spread out and also protected (i.e. it favors a player who macros as well as multi-tasks really well by placing cannons/units to defend his spread out expos), and rush distances are pretty good to allow for early all-ins, but not give an insane advantage to a person who all-ins (such as the case with Steppes)
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