[M] (2) ESV Edge of Oblivion by prodiG - Page 3
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Xelnas
Canada65 Posts
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SolidMustard
France1515 Posts
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SpaceYeti
United States723 Posts
Srsly, amazing map. I love the large number of paths between bases, and I love the protected backdoor hallway into the main. This is a very fun map to play on as a Zerg. I'm definitely going to add this to the map pool of the next tournament we host. | ||
Adhuan
Spain36 Posts
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Archvil3
Denmark989 Posts
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Damwing
Switzerland19 Posts
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Antares777
United States1971 Posts
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careohx
263 Posts
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OximoronSC
1 Post
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Skaya
United States126 Posts
keep it up guy | ||
prodiG
Canada2016 Posts
On October 31 2011 19:41 Ragoo wrote: Wow, this map is extremely complicated, yet it's the high quality product you'd expect from someone like prodiG! I am a bit concerned about those gold bases, it just seems like Terran would take them as third aaall the time and then drop 1000 MULEs as always. That's more of a problem of balance tho and that Terran profits more from golds and is just way more flexible in every aspect. You just can't make a map shit for Terran unless it's as big as Tal'Darim I feel like. So I would say that's a bit of a problem but something Blizz has to fix and this map layout still looks amazing. Aesthetics are absolute top level as always. Someone finally bothered to cut out Typhon Bricks (I guess in this case the Zhakul'Das ones) correctly and not be blizz-lazy about it! Also I loove that you used the textures of Neo Enigma in the main again, imo the best looking mains I have seen in any Xel'Naga Cavern's like style. And that blue water in this theme is a joy to look at! All in all you come back to the scene just to create one of the favorites for TL contest/IPL contest, n1 edit: Btw can you (and other ESV members...yes I'm looking at you monitor) please start to post analyzer pictures? It's really one more minute of work and it helps semi-good mapmakers like me a lot to understand the map and learn from it. I'm concerned about the gold too. After testing if it looks like I need to change it to a normal expansion or add more rocks or something to it then I will but for now I'm going to stick to a more experimental design :> As for the map analyzer... Bleh, haven't touched it in so long :< Maybe~ On October 31 2011 23:20 Archvil3 wrote: I should add "by prodiG" to the title of my map threads as well. Instant 3 pages of replies! hahahahaha! :3 Thanks for the feedback everyone. Every map I've ever made where people complain about Zerg having a hard time seems to turn out to be Zerg favored, so I'm glad to see that this map is getting an extra helping of that (and if it turns out Zerg gets rolled ez on here I've got changes in mind already) | ||
Samro225am
Germany982 Posts
On November 01 2011 01:53 prodiG wrote:+ Show Spoiler + On October 31 2011 19:41 Ragoo wrote: Wow, this map is extremely complicated, yet it's the high quality product you'd expect from someone like prodiG! I am a bit concerned about those gold bases, it just seems like Terran would take them as third aaall the time and then drop 1000 MULEs as always. That's more of a problem of balance tho and that Terran profits more from golds and is just way more flexible in every aspect. You just can't make a map shit for Terran unless it's as big as Tal'Darim I feel like. So I would say that's a bit of a problem but something Blizz has to fix and this map layout still looks amazing. Aesthetics are absolute top level as always. Someone finally bothered to cut out Typhon Bricks (I guess in this case the Zhakul'Das ones) correctly and not be blizz-lazy about it! Also I loove that you used the textures of Neo Enigma in the main again, imo the best looking mains I have seen in any Xel'Naga Cavern's like style. And that blue water in this theme is a joy to look at! All in all you come back to the scene just to create one of the favorites for TL contest/IPL contest, n1 edit: Btw can you (and other ESV members...yes I'm looking at you monitor) please start to post analyzer pictures? It's really one more minute of work and it helps semi-good mapmakers like me a lot to understand the map and learn from it. I'm concerned about the gold too. After testing if it looks like I need to change it to a normal expansion or add more rocks or something to it then I will but for now I'm going to stick to a more experimental design :> + Show Spoiler + As for the map analyzer... Bleh, haven't touched it in so long :< Maybe~ On October 31 2011 23:20 Archvil3 wrote: I should add "by prodiG" to the title of my map threads as well. Instant 3 pages of replies! hahahahaha! :3 Thanks for the feedback everyone. Every map I've ever made where people complain about Zerg having a hard time seems to turn out to be Zerg favored, so I'm glad to see that this map is getting an extra helping of that (and if it turns out Zerg gets rolled ez on here I've got changes in mind already) I feel like having a regular base so far off really does not pay off. When you compare how few space you have to control to get three base mining (and also four), the gold position would not be used by opening the backdoor that much. this would make it less of an option really. you then have a regular base as fifth and you only expand counterclockwise in most games. so it is not that much about having an option and you would have even fewer chances to different map split scenarios, which is a pitty cause the central ridge is great imo. rest is so so in my opinion. flat choke is questionable. and as i said there is very few stuff to control to have three bases (with the only downside the flat choke) doddading is a bit random and textures seem a bit rushed tbh.some spots were forgotten here and there where the tiles and the obsidian like stiff is. then the selection of textureswhere and how you applied them looks almost work in progress. would have expected more here from such an experienced and well known mapper | ||
Chemzoar
United States14 Posts
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prodiG
Canada2016 Posts
On November 01 2011 02:17 Samro225am wrote: I feel like having a regular base so far off really does not pay off. When you compare how few space you have to control to get three base mining (and also four), the gold position would not be used by opening the backdoor that much. this would make it less of an option really. you then have a regular base as fifth and you only expand counterclockwise in most games. so it is not that much about having an option and you would have even fewer chances to different map split scenarios, which is a pitty cause the central ridge is great imo. rest is so so in my opinion. flat choke is questionable. and as i said there is very few stuff to control to have three bases (with the only downside the flat choke) doddading is a bit random and textures seem a bit rushed tbh.some spots were forgotten here and there where the tiles and the obsidian like stiff is. then the selection of textureswhere and how you applied them looks almost work in progress. would have expected more here from such an experienced and well known mapper I kept the doodading and texturing to a minimum for the TL map contest. I could have done more with it all but I decided against it in favor of things like performance and Blizzard potentially redoing the doodads and textures if they choose the map for ladder. I'm considering making the main high ground but the problem with that is it'll make everything look a little silly (need double ramps to link the backdoor to the main and a small camera buffer between main & lowground third) amongst many other things based on feedback 8) | ||
Ninety-Three
United States68 Posts
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whoopingchow
United States293 Posts
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Laids
United Kingdom596 Posts
I'm no map expert though, so perhaps it's okay. | ||
Paladia
802 Posts
Overall, the map seems quite Terran-favored, which is the opposite of what you want with the current state of the game. | ||
prodiG
Canada2016 Posts
On November 01 2011 03:50 Paladia wrote: Can't terran just easily defend the third by having siege tanks in their main? The natural also seems quite easily defended by siege tanks. Overall, the map seems quite Terran-favored, which is the opposite of what you want with the current state of the game. tanks would splash all of their own stuff, you would reach much farther than where the CC would be placed. lings in the mineral line for example would get hit by tanks and splash the scv's that the lings are attacking. The idea here is that the lowground third expansion is easier to take than backdooring out to the gold and taking an expansion that would spread you that much more thinly. You can take the lowground third and if you're holding the xel'naga tower next to your gold expansion you will have a pretty easy time spotting huge incoming backdoor flanks | ||
DerekJCEX
United States64 Posts
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