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Active: 605 users

[map](4)Kiseyras

Forum Index > BW General
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CrystalDrag
Profile Joined July 2010
173 Posts
Last Edited: 2016-06-13 00:27:05
June 06 2016 15:29 GMT
#1
(4)Kiseyras

[image loading]

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 +
[image loading]


download links @broodwarmaps.net
Piste
Profile Blog Joined July 2006
6177 Posts
Last Edited: 2016-06-06 16:12:17
June 06 2016 16:06 GMT
#2
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.
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
June 06 2016 17:36 GMT
#3
This looks like a realy really fun map actually. Quite a creative map while still keeping the regular balanced layout, awesome!
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
June 06 2016 17:53 GMT
#4
Looks good, although side by side on this map may prove to be a little daunting.
AKA: TelecoM[WHITE] Protoss fighting
RoomOfMush
Profile Joined March 2015
1296 Posts
June 06 2016 17:59 GMT
#5
Solid. It is obvious you have put a lot of effort into this.
prech
Profile Joined March 2014
United States2948 Posts
June 06 2016 18:13 GMT
#6
Thanks for sharing.

Love all the different terrain, especially that big platform/elevation across the middle

Liquipedia
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6591 Posts
June 06 2016 18:25 GMT
#7
indeed looks cool,not a fan of the eggs block ;
lbelloz
Profile Joined June 2016
1 Post
June 06 2016 18:33 GMT
#8
yolo
joust85
Profile Joined December 2010
Canada53 Posts
June 07 2016 00:44 GMT
#9
Looks solid! Deco 10/10.
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2016-06-07 13:16:48
June 07 2016 02:19 GMT
#10
Kiseyras is a remake of Saryesik Atyrau (CrystalDrag’s own map). Its quality, go play it!

Pic of the vision blockers ingame:
[image loading]
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Piste
Profile Blog Joined July 2006
6177 Posts
June 07 2016 05:19 GMT
#11
Can you get trought those vision blockers with any unit?
Freakling
Profile Joined October 2012
Germany1529 Posts
June 07 2016 06:17 GMT
#12
You can just move through there (with any unit). But you need air units if you want to spot ahead for your ground army.
Freakling
Profile Joined October 2012
Germany1529 Posts
June 07 2016 17:40 GMT
#13
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?
KameZerg
Profile Blog Joined May 2007
Sweden1764 Posts
June 07 2016 17:47 GMT
#14
Its python with terrain in the middle, id say its an improvement
asdasdasdasdasd123123123
kogeT
Profile Joined September 2013
Poland2038 Posts
June 07 2016 17:49 GMT
#15
This map looks amazing. As 1v1 hardcore player would love to try it.
https://www.twitch.tv/kogetbw
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6591 Posts
June 07 2016 18:35 GMT
#16
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.
Freakling
Profile Joined October 2012
Germany1529 Posts
June 08 2016 13:36 GMT
#17
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)
CrystalDrag
Profile Joined July 2010
173 Posts
Last Edited: 2016-06-08 15:02:05
June 08 2016 14:58 GMT
#18
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.
CrystalDrag
Profile Joined July 2010
173 Posts
June 13 2016 00:27 GMT
#19
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.
Freakling
Profile Joined October 2012
Germany1529 Posts
June 13 2016 07:19 GMT
#20
Can you also hop Vultures (or other combat units) easily?
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6591 Posts
June 13 2016 07:55 GMT
#21
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
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6591 Posts
January 30 2017 10:55 GMT
#22
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.
Garmer
Profile Joined October 2010
1286 Posts
January 30 2017 11:54 GMT
#23
i like that it look snowy
Freakling
Profile Joined October 2012
Germany1529 Posts
January 30 2017 12:38 GMT
#24
No-fog versions of the new maps for TLFC are now available here.
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6591 Posts
January 30 2017 13:31 GMT
#25
On January 30 2017 21:38 Freakling wrote:
No-fog versions of the new maps for TLFC are now available here.

thanks you!
shall_burn
Profile Joined January 2016
252 Posts
January 30 2017 14:08 GMT
#26
looks soooo awesome Hope it will be added to iCCup mappack
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
Last Edited: 2017-01-30 14:29:10
January 30 2017 14:28 GMT
#27
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...
BW forever!
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
January 30 2017 15:55 GMT
#28
Very nice map, really like the concept, but spawning spots need to be more symmetrical.
ॐ
JungleTerrain
Profile Joined January 2012
Chile799 Posts
January 30 2017 16:04 GMT
#29
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?
www.broodwarmaps.net
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6591 Posts
January 30 2017 18:41 GMT
#30


here are 2 really good games me vs some secret player https://www.youtube.com/watch?v=KLIxqlPKJA0
Freakling
Profile Joined October 2012
Germany1529 Posts
January 31 2017 01:38 GMT
#31
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.
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
January 31 2017 09:07 GMT
#32
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.
ॐ
Freakling
Profile Joined October 2012
Germany1529 Posts
January 31 2017 10:38 GMT
#33
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.
Tadah
Profile Joined February 2010
Sweden120 Posts
Last Edited: 2017-01-31 12:23:38
January 31 2017 12:21 GMT
#34
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!
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