Emerald Dream
Team Liquid Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=133043
"The Emerald Dream is a vast, ever-changing spirit world, that exists outside the boundaries of the physical world, and is the verdant realm of the Dragon Aspect Ysera. "
The map was created with the goal of giving depth to the mountains and water in Starcraft 2, and giving a real sense of heights. I have not seen many maps yet that really attempt to give the feel of a vertical plane, and I hope this map provides as such. It is incredibly detailed, and is recommend for those with higher pc specs. The map in itself is a standard 2vs2, with each play close to their natural expansion. Players who scout well will find this map full of strategy, as it contains many side paths and hidden expansions, all in the name of keeping things fresh each game. Enjoy.
Changelog:
7/20/2010
-fixed minerals/towers
-Re-allocated doodads for fps.
6/19/2010 -
-Added far too many details with doodads to count.
-Added little areas and statues off in normally untraveled locations.
-Fixed ramps.
-Added extensive widening of pathways, due to feedback concerning zerg.
-Changed base layout.
-Added another starting location next to each player, making the map 2vs2.
-Added numerous water effects and lighting.
-Added a few more landbridges to open up the map.
-Removed some extreme choke points for balance.
Due to the extreme changes in layout and detail I uploaded new pictures. Let me know what you think.
6/17/2010
-Added more water-related doodads, to really bring out the cliffs/land transition.
6/16/2010
-Added some changes to water
Preview:
Base Layout.
Hidden high-risk expansion.
Another base layout.
Overview as seen from editor.
Entry for contest. Taken from part of the map.
My releases.
A Bridge Too Far - http://www.sc2mapster.com/maps/bridge-too-far/
Bladestorm - http://www.sc2mapster.com/maps/bladestorm/
Dust2 - http://www.sc2mapster.com/maps/dust2/
A Valley Runs Through It -http://www.sc2mapster.com/maps/valley-runs-through-it
Quetzalcoatl -http://www.sc2mapster.com/maps/quetzalcoatl
Soulfire -http://www.sc2mapster.com/maps/soulfire
Emerald Dream -http://www.sc2mapster.com/maps/emerald-dream
Zephyr -http://www.sc2mapster.com/maps/zephyr/
Credits:
Thanks for Sc2Mapster for making it easy to keep track of my many projects.
It always helps to critique and give praise to those who spend so much time on their maps, so whether it be my own, or another authors, please give them the insight they need, and encouragement to improve. Together we'll see some truly awesome high-quality maps come forward. Thanks.
It is great to see some map editors take time and effort into making a great competitive map into a phenomenal map with just some doodads and changes. Great job.
Been searching around for a bit for some good maps to play on, and wow this one is probably the best I've seen so far. This map is just so lush and has so much detail into it that it's something I could really enjoy playing on.
very nice lush map, tested the map out and noticed you can walk on the water, might want to fix that.
balance opinions:
-ground armys don’t stand a chance vs terran, cliffs everywhere.
-zerg will never get a creep highway going but at least they can FE like 3 or 4 times safely since the distances are ridiculously huge.
-no destructible rocks anywhere
-map kinda promotes based trading with so many different paths
-but it looks like a great air based map.
Hi irninja.
I haven't checked out your maps in detail yet but they look great from what I see here. Great effort and these are the types of maps I am likely to do a lot of matches on.
Long live creators``
Im debating making it 3vs3 or even 4vs4. It simply grew and grew as a 2vs2 to what it is now. Thanks for the comment :)
An impressive map, and with the large amount of natural terrain, (Trees, Waterfalls, etc) could be an interesting defensive map.
Nevermind, changed layout after running some balance testing with the buds tonight. It should be much better now :)
ill get right on that. as far as layout. what do you think?
You might wanna consider redoing the mineral placements on some of the expansions, you've placed the minerals to hug the terrain so it looks nice but it means that some expansions will yield higher income than others. Also I noticed my units bugging out a bit around the ramp at 12o'clock. Just some ideas hope it helps ^^
Thanks, that meant a lot :)
That is one of the most beautiful things I've ever seen. Its a real shame the beta is down, really wanting to give this map a go to check the balance =(