|
(4)Kiseyras
![[image loading]](http://www.panschk.de/mappage/pics/4805.jpg)
hello everybody, it has been about three years since i have been on teamliquid. would like to post this with all the excitement about maps.
notes + Show Spoiler +- blue's main will spawn the workers on the top side of the town hall. - 8th mineral in each natural has a value of 749. - main and natural chokes are standard distance. - mineral only bases have pillars that allow for defensive building placement
- vision blocking tiles have been placed on some ruin and is indicated by brush sprites. - x axis bases are blocked by 2-five stacked temple wall. stacks of 10- 0 value minerals allow worker hopping.
current version is 2.18
changelog + Show Spoiler +v2.17- ramp of 4/10 changed due to a ramp stack bug. v2.18- egg wall exchanged for 2- five stacked temples with an egg/mineral for worker hopping.
pathing + Show Spoiler +
download links @broodwarmaps.net
|
Question: Can those neutral eggs be killed with 2x storms like regular ones?
Edit: Oh right, looks pretty neat. Edit2: Hmm now that I think about it, why wouldn't they.
|
This looks like a realy really fun map actually. Quite a creative map while still keeping the regular balanced layout, awesome!
|
Looks good, although side by side on this map may prove to be a little daunting.
|
Solid. It is obvious you have put a lot of effort into this.
|
United States2948 Posts
Thanks for sharing.
Love all the different terrain, especially that big platform/elevation across the middle
|
indeed looks cool,not a fan of the eggs block ;
|
|
|
Kiseyras is a remake of Saryesik Atyrau (CrystalDrag’s own map). Its quality, go play it!
Pic of the vision blockers ingame:
![[image loading]](http://i.imgur.com/I5GRZV2.jpg)
|
Can you get trought those vision blockers with any unit?
|
You can just move through there (with any unit). But you need air units if you want to spot ahead for your ground army.
|
On June 07 2016 03:25 [sc1f]eonzerg wrote: indeed looks cool,not a fan of the eggs block ; Would you just remove them? Or replace them by something else?
|
Its python with terrain in the middle, id say its an improvement
|
This map looks amazing. As 1v1 hardcore player would love to try it.
|
On June 08 2016 02:40 Freakling wrote:Show nested quote +On June 07 2016 03:25 [sc1f]eonzerg wrote: indeed looks cool,not a fan of the eggs block ; Would you just remove them? Or replace them by something else? some kind of temple block like Arkanoid if you really want to go for this style of play.but for my taste no block.
|
As far as I remember, the consideration behind the egg blocks was that in a vertical matchup Protoss might have a hard time getting a third against an aggressive Zerg or Terran (there are no island expansions to take, like on Python)
|
On June 08 2016 02:47 ICanFlyLow wrote:Its python with terrain in the middle, id say its an improvement  i wouldn't say it is like python, it is much more like (4)Gaia from 2005. the only resemblance of (4)Python would be the type of symmetry, where python is across the y=x while this is slightly rotated. however, because of the slight rotation there is much more position variety for this map, notably the longer distances between naturals and more availability of space.
On June 07 2016 03:25 [sc1f]eonzerg wrote: indeed looks cool,not a fan of the eggs block ; looking back at the very alpha version of this three years ago, freakling's description is indeed the purpose of the egg wall. has the meta changed that removing them would be fine? keep in mind that there is no terrain advantage/narrow ramp that is common with other maps.
|
Changelog
v2.17- ramp of 4/10 changed due to a ramp stack bug. v2.18- egg wall exchanged for 2- five stacked temples with an egg/mineral for worker hopping.
|
Can you also hop Vultures (or other combat units) easily?
|
On June 13 2016 09:27 CrystalDrag wrote: Changelog
v2.17- ramp of 4/10 changed due to a ramp stack bug. v2.18- egg wall exchanged for 2- five stacked temples with an egg/mineral for worker hopping. Guess my new favorite map :p
|
Hello,can u plz make an obs version with the minimap not black,i need this to host obs games and players have a notion of the map since in ums mode u cant see preview,thx in advance.
|
i like that it look snowy
|
No-fog versions of the new maps for TLFC are now available here.
|
On January 30 2017 21:38 Freakling wrote:No-fog versions of the new maps for TLFC are now available here. thanks you!
|
looks soooo awesome Hope it will be added to iCCup mappack
|
like the map. glad to see you coming back to tl! how does the vision blocker work? do they reduce thje hit rate from enemies like highground/trees etc...
|
Very nice map, really like the concept, but spawning spots need to be more symmetrical.
|
On January 31 2017 00:55 endy wrote: Very nice map, really like the concept, but spawning spots need to be more symmetrical.
You should probably clarify your comment. Are they different sizes, distances, exposed resources, etc?
|
|
On January 30 2017 23:28 HaFnium wrote: like the map. glad to see you coming back to tl! how does the vision blocker work? do they reduce thje hit rate from enemies like highground/trees etc... No. They just block vision for ground units.
On January 31 2017 00:55 endy wrote: Very nice map, really like the concept, but spawning spots need to be more symmetrical. If you are referring to the fact that this map uses tilted axial symmetry (instead of natural axial symmetry, like Python or CB type maps) then you are just missing the point entirely.
|
On January 31 2017 10:38 Freakling wrote:Show nested quote +On January 31 2017 00:55 endy wrote: Very nice map, really like the concept, but spawning spots need to be more symmetrical. If you are referring to the fact that this map uses tilted axial symmetry (instead of natural axial symmetry, like Python or CB type maps) then you are just missing the point entirely.
Nah that's pretty obivous it's not an x=y symmetry. I just think that depending on your spot, mineral lines are not defendable the same way against muta harass. And maybe its just an impression but it feels like the nat choke is smaller at 1 and 7 o'clock than at 5 and 11. Also 5 and 11 seem to have much more place to mass gates/factories than 1 and 7.
|
Nat choke at 1/7 is actually a bit wider than at 5/11 (8 choke vs 7 choke). Main minerals at 5/11 are safer by being in the corners (which means less angle to cover with turrets). They have a bit more space to the map edge as compensation (in practice, the difference should be less than on three player maps, like Aztec for example). Macro space is just distributed a bit differently (due to the distorted symmetry). top left can build some initial macro between ramp and town hall and then a lot more to the right of the town hall. In comparison top right can build some to the right of the town hall, towards the ramp, and later fill in the space below the town hall. Overall it should be plenty for either location.
Let's see if either of these presents as an actual issue in playtesting. There is obviously wiggling room to implement changes if deemed necessary.
|
Is there any way to seriously bring this map (and other foreigner-made maps) to the attention of key people in the korean scene? I really like the look of this map, especially the design of the centre - with the various pathways, high-ground and the two opposing gas+mineral bases - and would really like to see it getting used to its fullest. Would be ashame if it, and other good maps, never got the chance to be put through its paces, so to speak.
There really should be more cooperation in general between the different BW regions, as well as clear cut ways of having products made in one place get to the attention of folks over at the other.
Edit: I now saw that you are indeed from Korea, lol. Well, see to it that it gets in the map-pool of a notable tournament over there!
|
|
|
|