Ingvar Profile Joined April 2015 Russian Federation 372 Posts #2 I noticed a certain sequence of numbers in the main. Is that a Dota reference?) MMA | Life | Classic | Happy | Team Empire

Ej_ Profile Blog Joined January 2013 47288 Posts Last Edited: 2015-07-06 07:56:20 #3 love the aesthetics, but I think the middle is way too choky. And probably all the map too :/. Zerg going to have hard time vs Protoss. "Technically the dictionary has zero authority on the meaning or words" - Rodya

IeZaeL Profile Joined July 2012 Italy 967 Posts #4 On July 06 2015 16:36 Ingvar wrote:

I noticed a certain sequence of numbers in the main. Is that a Dota reference?)

yup yup Author of Coda and Eastwatch.

ATTx Profile Joined February 2012 Korea (South) 169 Posts #5 lol sneui0418@gmail.com/blog:attx.egloos.com

OtherWorld Profile Blog Joined October 2013 France 17332 Posts Last Edited: 2015-07-06 08:25:30 #6 OK now that's a sick, solid map. Beautiful as well. Although yeah on second thought it could be more open. Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com

wargirl Profile Joined October 2013 Azerbaijan 109 Posts #7 Love the Bountifulness of Beauty on this map, although I read somewhere that you where retiring from the editor witch I got sad for a moment there. Glad to see you back on the saddle. The map is a little small for my liking but then again zerg is not my thing. Looking forward to your next piece of art.



More art and better art to come! Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”

Blizzkrieg Profile Joined March 2014 95 Posts #8 Over 5000 doodads ( yea sorry)



Still, this map is a veritable work of art.



As for the doodads, I'm assuming they'll have you delete/rearrange some of them before the map is playable on the vast majority of machines. Maybe take it as a challenge and find a way to trim the fat while still maintaining the gorgeous aesthetic it already has going for it.



I saw it wasn't mentioned in the description, but has this map been uploaded? I'd really like to try it out. Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal

eTcetRa Profile Joined November 2010 Australia 819 Posts #9 And only three thousand vines! Retired Mapmaker™

FlaShFTW Profile Blog Joined February 2010 United States 8458 Posts #10 much like coda, you made the map that has almost perfect usage of high and low ground pods. however, the map feels quite chokey and could use a bit of opening up. Writer #1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget

IeZaeL Profile Joined July 2012 Italy 967 Posts #11 I agree with the chokyness complain, i could try to mess around with the bridges openess. The texturing work doesnt help though, the green is hard to see. Author of Coda and Eastwatch.

sTYleZerG-eX Profile Joined January 2010 France 427 Posts #12 and thats why I like to post maps with no doodads :D 10% luck, 20% skill, 15% concentrated power of will, 5% pleasure, 50% pain, And 100% reason to remember the name!

Gwavajuice Profile Joined June 2014 France 1810 Posts #13 I think you manage to have a forward base on some kind of high grounds above a cool center for big engagements and flanks you ll have an excellent map.



Atm the center bases are kinda useless : you can't easily fall back toward your 2nd/3rd and you can be wether totally surrounded or just ignored and bypassed. A stronger position + more strategic incentive would be wonderfull. Dear INno and all the former STX boys.

EatThePath Profile Blog Joined September 2009 United States 3939 Posts #14 Now this I like! What I always wanted Coda to be ;D



Maybe the vert 3rd should be a tad more open (quite cramped for a defender on a later 2base timing), and I wish the geysers on the middle bases could go on either side of the mins instead of 2 together. Or at least have a small opening so stuff can run into the mineral line from the big ramp. This would have major SH problems if that existed still but going forward I think it's okay to run maps like this..?



btw I really like the bridges which have wide standing room but chokey entry points. Comprehensive strategic intention: DNE

Meerel Profile Joined March 2012 Germany 596 Posts #15 perfect beach water color....im impressed SDMF

Fatam Profile Joined June 2012 1986 Posts #16 idk about the layout (it feels like at 158x134 you could afford a more open spaces somewhere) but the aesthetics are sicknasty Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime

[PkF] Wire Profile Joined March 2013 France 22019 Posts #17 I agree it could be less chokey, but it is the kind of rock solid map competitive SC2 needs (quote me on this, I won't complain about this map if it gets on WCS map pool !). It's hauntingly beautiful to boot.

NewSunshine Profile Joined July 2011 United States 4450 Posts #18 I shudder to think what % of the time spent on this map was the layout vs. the aesthetics. I love everything about the look of it, except for the cliffing style, just not my thing. "If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale

IeZaeL Profile Joined July 2012 Italy 967 Posts #20 Hahah thank you uvantak, always the best! Author of Coda and Eastwatch.

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