Please get some pros to play on this. And will you guys at ESV get your awesome maps into the tournaments of 2012? I would love to see this map in an official map pool.
[M] (2) ESV Edge of Oblivion by prodiG - Page 5
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Vilonis
United States130 Posts
Please get some pros to play on this. And will you guys at ESV get your awesome maps into the tournaments of 2012? I would love to see this map in an official map pool. | ||
Gfire
United States1699 Posts
On January 05 2012 11:06 prodiG wrote: Yes and no, the map is sort of designed in such a way that if you lose control of that space you're in a lot of trouble. There's no denying this map is very punishing for mistakes in PvP. It can be dealt with by playing very carefully and doing builds that make sure you end up in control of your natural expansion so stuff like that doesn't happen, but for those who opt for more passive builds and get caught off guard by something like a well-hidden 4gate... I predict a lot of salt from those guys. PvP is such a volatile matchup that adaptability to both the map and your opponent is absolutely necessary and this map is no exception to that. Glad you feel that way. So often mappers remove anything that could be abused in the least, things that aren't really bad but only punish poor players, but add entertainment value as well. I think this is well inside the boundaries of balance, at least by today's understanding of the game. I think it makes sense to push it as far as possible and not be conservative in map making at this point. | ||
Rybaia
Italy213 Posts
Am I missing something? | ||
EatThePath
United States3943 Posts
+ Show Spoiler [like this] + | ||
Gfire
United States1699 Posts
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EatThePath
United States3943 Posts
On January 08 2012 09:00 Gfire wrote: It's not just aesthetics, because something tall there would block LoS unlike low ground. It doesn't have to, just take off the LosB block setting in data (if you're using something that has it). But good to note. | ||
prodiG
Canada2016 Posts
On January 08 2012 08:45 EatThePath wrote: prodig, the new double ramp configuration looks weird to me. This is just aesthetics, but have you considered using a doodad wall with the same cliff level instead of a narrow cliff drop? + Show Spoiler [like this] + I thought about it but I decided to keep it very clear to the player and I couldn't think of any doodads that I really wanted ot use in a situation like that. I felt like the majority of the applicable choices would stray too far from the original aesthetic concept, as well as projectiles looking strange as they clip through whatever doodad I'd place there to hit their target on the other side. One of my major aesthetic goals with this map was to keep things relatively simple as it was designed originally for the TLMC with it's blizzard-looking restriction. This v1.1 update I actually lined up back in late November and just got around to finishing now. | ||
Gfire
United States1699 Posts
Hard to see how much pathable area is between the geyser and the doodads, too, and some distances like that are important. You could also do low ground but make it in organic cliffs and make it look like a crack, which might look good. | ||
KalWarkov
Germany4126 Posts
And another point: probably add another expansion at 5/11 o-clock? thats not needed though, i would just test it. the general design is brilliant! | ||
prodiG
Canada2016 Posts
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prodiG
Canada2016 Posts
http://www.justin.tv/prodigtv EDIT: Offline ATM + Show Spoiler + | ||
Mossmyr
Sweden35 Posts
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algue
France1436 Posts
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