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![[image loading]](http://img840.imageshack.us/img840/8836/divinitythreadbanner.jpg)
Click to see all Divinity info on www.prodiGsc.com!
Divinity is a 4 player map inspired by Kulas Ravine, a Blizzard Map. It was originally named Godless after the song “This Godless Endeavor” by Nevermore, but “God” is not allowed in a map name. Divinity is the third map of a series to be released between Sept. and Oct. 2010.
Search "Divinity" to play! This is potentially an iCCup Map pending further testing
![[image loading]](http://imgur.com/NqtqY.jpg)
Features & Notes Features
-2nd natural in base blocked by Destructible Rock After seeing the success of God's Garden and how hard it is for Zerg to kill a 3 armor rock, they have been removed. -Gold expansion & natural back door blocked by Destructible Rock -Unbuildable center -LOS Blockers in front of the closest path to center -Neutral Creep tumor Notes
Horizontal & Vertical choke to choke is ~24sec (at 2.81 movespd, aka Probe), Cross position choke to choke is 30sec. Tanks from the gold cannot siege the natural, and the cliff splitting the two naturals is pathing blocked
I wanted to make a map that had everything I liked about Kulas Ravine, and nothing that I didn’t like. I believe that’s what I’ve done here. The mains and in-base expansions are even copy/pasted from Kulas Ravine. I also wanted to make a reflection symmetry map that would play completely different depending on each spawn: Vertically, players can easily take the gold as the 4th and the Xel’Naga Tower will be a key point as it sees the main path between the two starting positions. Horizontally, players will have to be a little more aggressive as the nearest 4th is the shared gold, or the bases in the middle of the map which are quite some distance away and thus more difficult to defend, and there are no Xel’Naga Towers to help spot attacks. Cross positions is a completely unique game as the Xel’Naga Towers won’t play a huge role so it will be up to the player to adapt and scout. The middle will become much more important, but controlling that space will be more difficult since the middle area is unbuildable.
In testing I’ve found this map to be one of my most fun yet, because it is very easy for the game to truly start once you’ve secured a base (or two even), but once that starts the fighting doesn’t end until someone gg’s.
Here are some images from the map analyzer, beta, and map sketch + Show Spoiler [Additional Images] +
http://www.prodiGsc.com - I am posting all of my maps and anything else SC related here. This website will contain the most up-to-date information for all of my creations. It is currently under construction (lol aesthetics?) however there is some content there already. Check it out! p.s. If mods are starting to get bothered by my plugging let me know <3
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This looks to me like what many wanted out of Kulas Ravine (but didnt get).
Middle is more open, natural is more defensible, 3rd is probably the safest (which will make for some longer games) and the design and lighting look very well done.
I am down for testing.
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Trying to make a map better than KR isn't much of an accomplishment, as anyone could do it, because KR is one of the worst maps in the map pool. But you went beyond making a better KR, and adding some neat features that I wouldn't have expected to see on a map like this one.
I am curious how the pools of water around the center of the map would affect battles.
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On September 22 2010 19:56 Antares777 wrote: Trying to make a map better than KR isn't much of an accomplishment, as anyone could do it, because KR is one of the worst maps in the map pool. But you went beyond making a better KR, and adding some neat features that I wouldn't have expected to see on a map like this one.
I am curious how the pools of water around the center of the map would affect battles. Me too! The unbuildable terrain starts right on the other side of the LOS blockers, but all space in the middle except for the center circle piece is checkerboarded (it has 1x1 holes for creep tumors and sensor towers everywhere) so you can still extend the creep highway through it. Force fields may be a little nasty but I think if you're careful you won't get completely killed by it.
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Can you make a version without the destructible rocks on the back natural? SC2 really needs a solid macro map and it also favors terran.
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dezi
Germany1536 Posts
I like the use of the bright and dark textures to give this map a nice look
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Should just call it KR revised or something. I still don't like this map as a Z player. Backdoor base is never good for Z. Any vertical or horizontal positions are really bad for Z because of the fact a base is on the path and the fact that tanks/colossus with army can use that. Whats up with that path to the backdoor base too? Only terran maybe protoss can use that to attack from outside. Zerg can;t use that. Too much wasted space behind 3rd blue base, should just move it back into there or something.
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Nice rework from Kulas Ravine. Instantly thought about Kulas when I looked the map 
But I'd put Xel'Nagas to a little cliff. And those expansions at middle (right and left) could be a little more deeper? A lot of space there. There would still be plenty of space for air units to fly free 
Nice work anyway
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Do like, much better than kulas. Should find a way to get blizzard to see this imo.
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On September 22 2010 21:28 CharlieMurphy wrote: Should just call it KR revised or something. I still don't like this map as a Z player. Backdoor base is never good for Z. Any vertical or horizontal positions are really bad for Z because of the fact a base is on the path and the fact that tanks/colossus with army can use that. Whats up with that path to the backdoor base too? Only terran maybe protoss can use that to attack from outside. Zerg can;t use that. Too much wasted space behind 3rd blue base, should just move it back into there or something. I can't hate on reapers so hard that they never get used! I haven't tested 4rax reaper on this map at all yet so if it does prove to be too abusable then I'll remove it.
On September 22 2010 21:41 Tonttu wrote:Nice rework from Kulas Ravine. Instantly thought about Kulas when I looked the map  But I'd put Xel'Nagas to a little cliff. And those expansions at middle (right and left) could be a little more deeper? A lot of space there. There would still be plenty of space for air units to fly free  Nice work anyway The reason those expansions are there is because of the tension over those expansions that I want to create when you spawn vertically. Players will undoubtedly want to expand horizontally but the expansion is a bit easier to defend being right next to the tower
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Message me if I'm on. I <3 your maps and like testing them.
(Except your map where my base started like twice the distance from the minerals. Or was that Kinki's?)
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cool map but its not on the map list ( i searched "divinity" )
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On September 23 2010 08:24 Reptilia wrote: cool map but its not on the map list ( i searched "divinity" )
Gah, I had it on private. It's public now :/
On September 23 2010 05:57 Alou wrote: Message me if I'm on. I <3 your maps and like testing them.
(Except your map where my base started like twice the distance from the minerals. Or was that Kinki's?)
That was Enigma (i made it) I had just finished changing all of the terrain in the mains and when i moved the minerals back I forgot to move the spawn position
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Can I hide my overlord in the chasm next to the main and natural without stalkers or marines able to kill it?
I like the center of the map; I love when players use clever micro around LoS blockers--there's a good balance of room to attempt flanks and chokes, too. Great work!
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I feel like the is no flank room except in cross positions. In your original drawing, there was nice space for flanks, but in the finished version it came out cluttered... maybe consider opening up the sides a bit?
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Wow cool lighting, it looks like sunrise ^^,
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On September 23 2010 09:40 Antares777 wrote: Wow cool lighting, it looks like sunrise ^^, I actually didn't intend it to come out like that but I like the way it looks <: D
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Haha I like in the sketch the name was Godless and eventually it was Divinity.
BTW Godless is an awesome map name
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On September 23 2010 10:32 Tenks wrote: Haha I like in the sketch the name was Godless and eventually it was Divinity.
BTW Godless is an awesome map name Yeah but bnet doesn't like Godless so I had to change it
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On September 23 2010 09:40 Antares777 wrote: Wow cool lighting, it looks like sunrise ^^, The lighting is positionally biased! Imba!
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just tested it i could easily say its ur best map or maybe the second (after valhalla) btw enigma is really cool too
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Yet another great one prodiG.
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This map looks amazing.
Maybe make it easier to wall off the nat, or mineral patches (with 1 mineral) at the backdoor nat rather than having to destroy destructible rocks so zergs can get their expo earlier.
Good job.
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looks incredibly imbalanced for zvt. close air distance between naturals mean that your mutas will be in his base as they hatch, essentially. looks really imba for basically any air build between close positions, really.
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On September 23 2010 17:08 rauk wrote: looks incredibly imbalanced for zvt. close air distance between naturals mean that your mutas will be in his base as they hatch, essentially. looks really imba for basically any air build between close positions, really.
^disagree.
Depends on spawns.
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Nice work again prodiG. I like the little cliff to the side of the semi-island... it'll be something to thing about playing vs terran. Looks very solid.
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On September 23 2010 20:17 DamageInq wrote: Nice work again prodiG. I like the little cliff to the side of the semi-island... it'll be something to thing about playing vs terran. Looks very solid. Trying to test out stuff like this to see if it's stacked one way or the other :D
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When your going out to middle and there's a small water patch in middle of map I think it could be 1 space smaller. Bit of a tight fit.
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On September 23 2010 20:09 Antares777 wrote:Show nested quote +On September 23 2010 17:08 rauk wrote: looks incredibly imbalanced for zvt. close air distance between naturals mean that your mutas will be in his base as they hatch, essentially. looks really imba for basically any air build between close positions, really. ^disagree. Depends on spawns.
i specify close positions. but essentially you're saying that it's okay if the map is imbalanced in close positions, which i disagree with.
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On September 24 2010 07:17 CagedMind wrote: When your going out to middle and there's a small water patch in middle of made I think it could be 1 space smaller. Bit of a tight fit. Which one? there's two patches of water on each corner. The size of these has been my main concern throughout testing, they've gotten progressively smaller and smaller.
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Don't think this has been mentioned but mules (when called down on the mineral patches) can get stuck below the gold mineral patches at the 6 o'clock.
![[image loading]](http://img831.imageshack.us/img831/5839/divinity.png)
Other than that I found the map to be pretty awesome. Wtb> prodiG maps in the ladder pool.
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On September 25 2010 03:11 Graham wrote:Don't think this has been mentioned but mules (when called down on the mineral patches) can get stuck below the gold mineral patches at the 6 o'clock. ![[image loading]](http://img831.imageshack.us/img831/5839/divinity.png) Other than that I found the map to be pretty awesome. Oh damn, I didn't think about that. I wanted to make the back area not accessible at all so I could push the gold minerals as far back as I could.
I think filling that space with rocks should do the trick, if not I guess I'll have to open it up. Nice catch, Graham ^^
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adding nopathing is enough  had the same issue on Ice wastes during the beta version. it happens when the empty space is between the OC that calls the mule and the patch the mule is ordered to.
madsquare.
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On September 25 2010 01:42 prodiG wrote:Show nested quote +On September 24 2010 07:17 CagedMind wrote: When your going out to middle and there's a small water patch in middle of made I think it could be 1 space smaller. Bit of a tight fit. Which one? there's two patches of water on each corner. The size of these has been my main concern throughout testing, they've gotten progressively smaller and smaller.
The one's that are close to equator.
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New map image uploaded! Pretty big change on the expansion path.
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I love it! Kulas but not imba! that, and it looks freakin amazing! this needs to b on ladder! :O
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United States10184 Posts
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