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Really reminds me of Azalea, but the LoS blockers before your nat are really interesting, they add a nice bit of tension. Are you sure you don't want to have the 4th extended so that it can cliff the nat, or have it go high-low-high ground so that you can get reapers and colosi but not tanks or marauders.
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Hey there,
this map really looks great! But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way.
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I like this map--its clean and a really great balance between big spaces and small ones. This is just the kind of map we need early in the game's to get a feel for strategies that don't necessarily work on Lost Temple. Great!
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Ahhh was hoping for the old BW valhalla but nice map anyway. I dont see any issues with this Great work!
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On July 27 2010 11:56 WolleKK wrote: Hey there,
this map really looks great! But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way.
I felt like gold minerals made this map simply too easy, and 4 gold bases on a single map is kindo f a lot.
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On July 27 2010 12:38 prodiG wrote:Show nested quote +On July 27 2010 11:56 WolleKK wrote: Hey there,
this map really looks great! But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way. I felt like gold minerals made this map simply too easy, and 4 gold bases on a single map is kindo f a lot. That was my concern too Maybe the concept isn't the very best, but in SC2 Blizzard always wants to make the player decisions. At this point of time your only decision is "do I get this expansion without the so needed gas or not?" But hey, I never played a SC2 map with a mineral only, maybe it is a lot of fun Can't judge it
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Few notes. As a protoss player, I dislike the map, specifically against zerg as they can: a) double expo b) zerling runbys to prevent expo
the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.
Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.
In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.
All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats.
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On July 27 2010 21:04 its.willo wrote: Few notes. As a protoss player, I dislike the map, specifically against zerg as they can: a) double expo b) zerling runbys to prevent expo
the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.
Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.
In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.
All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats. The ledges are wide enough. And if you're worried about zergling runbys, why don't you make a pylon simcity? That sort of this is blocked fairly easily.
As for towers, there aren't any positions on the map where the towers would influence gameplay in a way that would keep it interesting. It'd only be essentially a crutch for bad scouting rather than a key point that a player wants to control throughout the game.
The rush distance on this map is fairly small for a 4 player map. If you see a zerg double expanding, you shouldn't let him simply get away with it.
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it is really an amazing map. i hope you can NOT shoot with tanks to the minerals from 4th expo to natural oh and maybe an addition of 1 xel'naga in the center would be a good idea
oh and according to the youtube video its valhall not valhalla (it says he was wrong in the title)
but anyways, its a really good map
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cool map but i thought it would be a port of hall of valhalla
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On July 28 2010 06:40 alphafuzard wrote:cool map but i thought it would be a port of hall of valhalla
Same here. Liked that map even though it probably wasn't the most balanced thing.
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On July 28 2010 06:16 spawned99 wrote: it is really an amazing map. i hope you can NOT shoot with tanks to the minerals from 4th expo to natural oh and maybe an addition of 1 xel'naga in the center would be a good idea
oh and according to the youtube video its valhall not valhalla (it says he was wrong in the title)
but anyways, its a really good map in ancient norse crazy language it's called valhall which means halls of the gods or something like that i don't remember exactly, you can google all about it
You shouldn't be able to tank naturals from the 4th, and if you can then I'll be fixing it.
This is something I'll be testing ASAP
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Bump: map is published under "iCCup Valhalla" on US.
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Why do almost all maps have an obnoxious cliff over the natural?
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On July 28 2010 12:06 SubtleArt wrote: Why do almost all maps have an obnoxious cliff over the natural? it's just a space filler, you can't do anything there.
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On July 27 2010 23:38 prodiG wrote:Show nested quote +On July 27 2010 21:04 its.willo wrote: Few notes. As a protoss player, I dislike the map, specifically against zerg as they can: a) double expo b) zerling runbys to prevent expo
the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.
Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.
In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.
All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats. The ledges are wide enough. And if you're worried about zergling runbys, why don't you make a pylon simcity? That sort of this is blocked fairly easily. As for towers, there aren't any positions on the map where the towers would influence gameplay in a way that would keep it interesting. It'd only be essentially a crutch for bad scouting rather than a key point that a player wants to control throughout the game. The rush distance on this map is fairly small for a 4 player map. If you see a zerg double expanding, you shouldn't let him simply get away with it.
I can see where you're coming from. I'd like to try this out in a real game I look forward to playing on it.
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On July 28 2010 12:51 prodiG wrote:Show nested quote +On July 28 2010 12:06 SubtleArt wrote: Why do almost all maps have an obnoxious cliff over the natural? it's just a space filler, you can't do anything there.
You can make it a cliff or something. Cliffs like that just scream "drop something here and be a faggot"
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Just a question, have you published your maps on EU as well? Your maps look awesome but i have not seen them on the EU server.
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On July 28 2010 22:40 gerundium wrote: Just a question, have you published your maps on EU as well? Your maps look awesome but i have not seen them on the EU server. I will be looking into getting them on EU once theyve been thoroughly tested.
On July 28 2010 21:48 SubtleArt wrote:
You can make it a cliff or something. Cliffs like that just scream "drop something here and be a faggot" Its covered in trees to make it blatantly obvious that there's no room for gimmicks like that.
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was expecting to see the bw map hall of valhalla. map looks pretty good. not sure how the mineral 3rd would play out
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In version 1.0 Terrans could seige about 15% of the natural from the 4th expansion. This has been fixed in version 1.1, the 4th expansions are now slightly smaller. Also in 1.1 is some more doodads and texture work. 1.1 be up tonight once I've finished the changes I started this morning.
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Considering I'm getting Prodig extra SC2 accounts so he can facking publish his stuff, He will probably register an account Under EU and maybe even Asia if he wants to be a baller.
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On July 29 2010 04:38 R4ptur3d wrote: Considering I'm getting Prodig extra SC2 accounts so he can facking publish his stuff, He will probably register an account Under EU and maybe even Asia if he wants to be a baller. I don't know if US keys work on EU or Asia. Can anyone confirm? :>
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On July 29 2010 05:05 prodiG wrote:Show nested quote +On July 29 2010 04:38 R4ptur3d wrote: Considering I'm getting Prodig extra SC2 accounts so he can facking publish his stuff, He will probably register an account Under EU and maybe even Asia if he wants to be a baller. I don't know if US keys work on EU or Asia. Can anyone confirm? :>
Im pretty sure you can choose the region you want on the account.
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Bosnia-Herzegovina983 Posts
anyways gj on the map. I like the map construction and not by its name ^^ :=)
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Hardcore macro map, I like it. I'd detail it more though. (the middle thing is hard to see as well)
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On July 29 2010 07:55 CharlieMurphy wrote: Hardcore macro map, I like it. I'd detail it more though. (the middle thing is hard to see as well) It's been touched up a little in the latest version. I didn't want it to stand out too much, I wanted it to look relatively natural.
The majority of the details that I can do with this map are trees and various foliage touches, which you can only get a good look at in-game.
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So how exactly does one download this map, and plays custom games on it? I read about how you should download it, publish it with map editor, and then find it in your recent published games in game, but the problem is if I do that, it will show me as a creator of the map, and not prodiG, and I really don't want that.
Map looks sweet, would like to play it, but I'm hoping there's a better way of getting new custom maps and playing with my friends on them?
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On July 31 2010 23:44 Odoakar wrote: So how exactly does one download this map, and plays custom games on it? I read about how you should download it, publish it with map editor, and then find it in your recent published games in game, but the problem is if I do that, it will show me as a creator of the map, and not prodiG, and I really don't want that.
Map looks sweet, would like to play it, but I'm hoping there's a better way of getting new custom maps and playing with my friends on them? Only the map creator ever publishes the map, you can't download this one. All you have to do is go in-game, create custom game, in popular search "iCCup" You'll find it there.
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Hmmm, I tried that but it showed just one map, and it's not Valhalla. Forgot the name of the map I played, it's a bit similar to this one, but not that good.
Oh and I'm on EU servers if that holds any significance.
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Hmmm, I tried that but it showed just one map, and it's not Valhalla. Forgot the name of the map I played, it's a bit similar to this one, but not that good.
Oh and I'm on EU servers if that holds and significance.
I believe Valhalla is only published on the US servers right now because that's where prodiG is.
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Yeah, that makes sense. Well, hopefully it will come to EU servers eventually.
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On August 03 2010 04:15 Odoakar wrote: Yeah, that makes sense. Well, hopefully it will come to EU servers eventually.
I will look into having it on EU after the iCCup map series so I can fix any bugs. I do not want to have to fix a bug later on, and then deal with updating the loadscreen and organizing to have it published on all of the servers. It's much simpler to have it all done with in one fell swoop.
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mhmm... I really don't think we need another Map with a wide-open Natural.... :S
I also think Non-Gas-Expansions won't really be used at all in SC2 in most of the MU's - maybe put at least one Geysir at those Expansions that currently have none?
But besides those two aspects, it's a pretty balanced Map I think. The Natural isn't too far away from the Main, so Zerg doesn't have problems connecting the bases, which is a good thing and is neglected by some Mapmakers a bit in those new Maps.
I also like the fact that the Map allows flanking or attacking the Natural from different angles.
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I absolutely love this map, along with Devotion. Don't add in a tower or any gold minerals. I love it just how it is. The fix to prevent gimmicky siege play on naturals is definitely nice, especially since a Siege/PF combo at the mineral only would be so powerful as it stands already.
Keep the good stuff rolling prodiG.
=3
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After some playing, I find that this map is too crowded in expansions. Because tanks have such long range, once you have your natural defended, it takes around 2 more tanks leapfrogged just a tad further and your mineral only is completely defended as well. It really is a bit too close. Additionally, your third gas is not much further away either. If you can defend those four positions, which is quite simple, then it becomes hard for your opponent to break through.
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ahhhhh I was expecting a remake of Hall of Valhalla
Still a cool looking map.Probably good for 1v1 but I don't want to 2v2 on it
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CONGRATS PRODIG!!!
Vahalla deserves that award. It's been the most consistent map in the iCCup map pool by far.
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On October 07 2010 15:14 iCCup.Diamond wrote:CONGRATS PRODIG!!!Vahalla deserves that award. It's been the most consistent map in the iCCup map pool by far. Thanks Diamond! I'm really happy about it ^_^ excellent bump!
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Wow, congratulations prodiG! Ha, you should've bumped! At least throw a little "medal" on the OP or something.
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realy possibly my favorite for what thats worth just think you should free up with the textures, they work as a scrambling effect on the player for instance, you should not make all pathways so easily scannable for the player it adds to the drama
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On November 10 2010 20:16 baskerville wrote: realy possibly my favorite for what thats worth just think you should free up with the textures, they work as a scrambling effect on the player for instance, you should not make all pathways so easily scannable for the player it adds to the drama The pathways are easily scannable because I wanted the map to be easy to understand. I created this map when custom maps were accepted by the community even less than they are now so that aspect was crucial in its design.
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I never really liked this map that much (boring Jungle textures and the old mineral only I didn't like). But since Saturday's Justin.tv Invitational I think otherwise. Maybe that has to do with Socke picking that map vs Brat_Ok, Cloud and some other terran and winning at it ^^
Anyway, first of all the version on EU is outdated and still has mineral only without the gas. And then I saw two concerning things when watching replays yesterday:
+ Show Spoiler [Bunker at natural] +First thing is the Bunker position for Bunker pressure in TvZ on Zerg's natural, especially if Terran spawns clockwise from Zerg. I think then the Bunker behind the minerals is just too good. Rush distance are not very long and you can easily reinforce the Bunker when spawning clockwise from Zerg as I said. Also the possible Bunker positions differ quite a lot depending on the spawning position. I know that this might be a problem with mineral patches being 2x1 sized, but considering that 2 rax Bunker pressure is the most important TvZ opening you should try to fix this. Pictures: + Show Spoiler [Pictures] +5o'clock - no space for Bunker behind mineral line 2o'clock - space for a Marine/SCV behind Bunker 7o'clock - space for a Marine/SCV behind Bunker 11o'clock - no space for Marine/SCV behind Bunker
+ Show Spoiler [Natural wall-off] +Second thing is the wall-off of the path to the natural with the LOS blockers. At the 5o'clock position I could wall off with 2 ebays+a depot but at every other position I had to use 3 ebays. + Show Spoiler [Pictures] +
Thx for reading
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Thanks for messaging me about these issues, I'll look into them this weekend. It's been awhile since I've given this map any love ;D
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