prodiG Profile Blog Joined January 2010 Canada 2015 Posts Last Edited: 2011-04-06 20:10:20 #1



Nemesis is a 2-spawn macro oriented map named after the song



iCCup Nemesis by prodiG







Features

-In-base expansion has 1 Geyser & unbuildable drop section behind LOS blockers. This is to force the player to commit units to defending any drops. Note that these drops can be spotted by the Xel'Naga Towers on the sides of the map.

-Natural expansion has a backdoor blocked by destructible debris. This was one of the few things that I kept on the map through all of its stages of design. Note that the high ground behind the destructible debris is not buildable to prevent forward pylons from being placed there and creating some very silly scenarios.

-Gold expansions can be harassed via cliff above which is spotted by nearby Xel'Naga Tower.





Specs

Map Size :106x144 (I went off the books with this one~)

Expansions : 8 blue, 2 gold

XNT : Two, on either side of the center

Tileset: Custom (Uses elements from Ulaan and Niflheim - the super secret ice tileset (google it if you want to figure out how to get it))



Closeup Images

+ Show Spoiler [Closeup Images] +



Pylon & Tank buffer between 4th and in-base expansion





Natural expansion's backdoor - note the rocks on the ground to show the player that it is unbuildable





Gold expansion with small bridges leading into it. Wall is placed to prevent units from attacking into the 4th without going around the corner to spot.





Main base (cliff behind is outside of map bounds & is purely aesthetic)



Center battlefield

Pylon & Tank buffer between 4th and in-base expansionNatural expansion's backdoor - note the rocks on the ground to show the player that it is unbuildableGold expansion with small bridges leading into it. Wall is placed to prevent units from attacking into the 4th without going around the corner to spot.Main base (cliff behind is outside of map bounds & is purely aesthetic)Center battlefield





Map is published as "iCCup Nemesis"

is a 2-spawn macro oriented map named after the song War of the Gods by Amon Amarth . The concept of this map has evolved since its inception and I am pleased to be be able to say that it is finally ready to be used and abused by the community.-In-base expansion has 1 Geyser & unbuildable drop section behind LOS blockers. This is to force the player to commit units to defending any drops. Note that these drops can be spotted by the Xel'Naga Towers on the sides of the map.-Natural expansion has a backdoor blocked by destructible debris. This was one of the few things that I kept on the map through all of its stages of design. Note that the high ground behind the destructible debris isto prevent forward pylons from being placed there and creating some very silly scenarios.-Gold expansions can be harassed via cliff above which is spotted by nearby Xel'Naga Tower.:106x144 (I went off the books with this one~): 8 blue, 2 gold: Two, on either side of the centerCustom (Uses elements from Ulaan and Niflheim - the super secret ice tileset (google it if you want to figure out how to get it))Map is published as "iCCup Nemesis" Note from the author

I'll admit, I went pretty quickly on this one. After Neo Enigma & Destiny I've gotten a little impatient with my texturing, however I made sure to choose a tileset that would make up for any sloppiness that I might have and I believe I've chosen quite well. The aesthetic concept on this map was sort of a frozen Neo Enigma and I'm quite pleased at how it turned out.



Shoutouts to monitor and R4ptur3d for helping me design & test this map



Note: aesthetics haven't been beta tested yet, let me know if it lags Note: aesthetics haven't been beta tested yet, let me know if it lags ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir

TheAngelofDeath Profile Blog Joined May 2010 United States 2031 Posts #2 Holy shit prodiG....I think I may have a new favorite map. :o incredible work man, really. "Infestors are the suck" - LzGamer

IronManSC Profile Blog Joined November 2010 United States 2119 Posts #3 now THIS is just bizarre o.o SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream

R4ptur3d Profile Blog Joined November 2009 Canada 206 Posts #4 I got to play test this map with ProdiG, it was amazing well done alot of good games were played on it. It totally feels like a new destination.

Killcycle Profile Joined January 2011 United States 170 Posts #5



Map looks awesome, too. Can't say much from a balance perspective, but I know it looks darn pretty! Ha! Sweet. I'm really happy with more maps with these kinds of tilesets coming out, I love snowMap looks awesome, too. Can't say much from a balance perspective, but I know it looks darn pretty! I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.

zerglingsfolife Profile Blog Joined August 2009 United States 1694 Posts #6 Haven't seen a badass ice/snow map since el nino, and that one didn't last that long. Gonna go play this one with my friends. It looks incredible. Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crown and win no glory. I shall live and die at my post. I am the sword in the darkness.

G_Wen Profile Joined September 2009 Canada 517 Posts #7 Wow this finally got released, looking forward to the games on it. I like the snow tile set. ESV Mapmaking Team

StuBob Profile Joined March 2010 United States 373 Posts #8 was looking at this and didn't like it, but then I saw there was an in-base expo that I didn't see... That changed the whole map =P



Looks nice I play RANDOM!

dezi Profile Blog Joined April 2010 Germany 1477 Posts #9 This actually looks like a good and playable ice map. TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU

orotoss Profile Joined September 2010 United States 298 Posts #10 This looks awesome.



Can't wait until Blizzard adds a snow map to the ladder pool. BLARRGHGHH

Madsquare Profile Joined April 2010 Germany 157 Posts Last Edited: 2011-03-29 08:29:49 #11 Shiny as usual. Too bad ice tilesets hurt the players eyes, literally :/



Concern:

The center looks way powerful. In a way of containing the zerg on 3 bases (ramps + tanks/forcefields). I dont see how a zerg is supposed to break this. Since theres no way around.





greetings,

madsquare. I do not obey any norms. I redefine standard with every thought I make.

dezi Profile Blog Joined April 2010 Germany 1477 Posts #12 This might indeed be hard for a zerg with all those 'place FF here' ramps. Could you add Analyzer informations prodiG? TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU

Phyrigian Profile Blog Joined June 2010 New Zealand 1331 Posts #13 reminds me of nostalgia from brood war sort of, with the low gas style and the funky lay out. me likey.

solistus Profile Joined April 2010 United States 172 Posts #14 This map looks really awesome, I love the use of non-buildable terrain to balance out various map features that could otherwise be abused or imbalanced. Units don't counter units. Strategies counter strategies.

prodiG Profile Blog Joined January 2010 Canada 2015 Posts #15 On March 29 2011 17:37 dezi wrote:

This might indeed be hard for a zerg with all those 'place FF here' ramps. Could you add Analyzer informations prodiG?

The entire center is designed to punish players who attempt to sit back all game, and with the way the ramps are spread out this only becomes a problem when the player tries to attack into a well-defended position.

since when should 1a2a3a across the map be the only lategame tactic players need? The entire center is designed to punish players who attempt to sit back all game, and with the way the ramps are spread out this only becomes a problem when the player tries to attack into a well-defended position.since when should 1a2a3a across the map be the only lategame tactic players need? ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir

dezi Profile Blog Joined April 2010 Germany 1477 Posts #16 What has the center to do with the size of the ramps? I actually just want to know their size because one can't tell this exactly just from the pics ... TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU

prodiG Profile Blog Joined January 2010 Canada 2015 Posts Last Edited: 2011-03-29 16:06:00 #17 On March 30 2011 00:50 dezi wrote:

What has the center to do with the size of the ramps? I actually just want to know their size because one can't tell this exactly just from the pics ...

Ah... Sorry, I'm posting from my phone I'll get analyzer pics up later today/tmr..



From left to right on the bottom side of the middle, the ramps are 3 - 2 - 3 - 2 ramps wide respectively. Ah... Sorry, I'm posting from my phoneI'll get analyzer pics up later today/tmr..From left to right on the bottom side of the middle, the ramps are 3 - 2 - 3 - 2 ramps wide respectively. ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir

HEROwithNOlegacy Profile Joined June 2010 United States 850 Posts #18 The map itself looks like a really cool design, but it looks like a map that a protoss or terran can get an easy 3rd base without being pressured, unless I want to send roach/hydra down a ramp into a small choke. I think if the map was larger and more open with less choke points it could have potential. SlayerS Fighting!

nubcak3 Profile Joined July 2010 United States 104 Posts #19 No offense to other maps you've made, but this is the best one I've seen. Just Awesome! “Empty your mind, be formless, shapeless - like water. Now you put water into a cup, it becomes the cup, [etc]. Now water can flow or it can crash. Be water, my friend.” - Bruce Lee

Nightmarjoo Profile Blog Joined October 2006 United States 2960 Posts #20 I like the visuals and the gold expo. I don't care for backdoor expansions in general, and even more so in a (2)map. It'll be really hard to actually harass the backdoor at all given the pathing/expo placement, so it's just a free expo. I don't like how all paths are directed into the center, makes it too tight/linear imo. aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat

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