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Active: 1903 users

[M]Zel' Kalith

Forum Index > SC2 Maps & Custom Games
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NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2011-02-02 07:43:38
January 27 2011 11:10 GMT
#1
(4)Zel Kalith

Status: Uploaded to NA
Map Progression: Beta
Locations: Four (Intended for two)
Size: 160x160
Playable: 138x140
Watchtowers: One
Gold Expansions: Two

Full View of Map: (Updated 2/2/11 12:13am)

[image loading]

Optional Watchtower Placement:

+ Show Spoiler +

[image loading]


I've been told that the Watchtower isnt useful at its current position. I could only think of one area that it may prove beneficial but it would mean that there would have to be four Watchtowers which I'm not looking foward to doing.

Map Analyzer:

+ Show Spoiler +

[image loading]


I'm contemplating reshaping the naturals so that the second ramps lead toward the gold expansions. By doing that I can get rid of the gaping cliff wholes separating the destructible expansion rocks.

Notes:

The temple walls in the center of the map block air traffic. You may guide air units between the arch's that tower high enough. I need help improving the pathing. I will need some comments on that.

+ Show Spoiler +

[image loading]


Start Locations for 1;1s will always spawn @ the Cross Positions (the farthest of all rush distances).

Comments and criticism are appreciated.
Treatin' fools since '87
prutz
Profile Joined October 2010
Netherlands52 Posts
January 27 2011 11:41 GMT
#2
i dont know alot about maps but it looks very good but imo its not great for 1v1 (just a feeling i have) though it would be a cool/weird map for 2v2 and would love to play it


goodjob
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 27 2011 11:54 GMT
#3
[M]Zel' Kalith
(2)Tortugan Blockade


what one is it now?
KCCO!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 27 2011 12:10 GMT
#4
I like the fact that even if you start close position there is a good 3rd available BUT i would increase the ramps to these (the map feels somewhat choked).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2011-01-27 13:03:08
January 27 2011 13:00 GMT
#5
widen or double the very center lumps ramps

EDIT

Also make the two bases with gas on the inside and split minerals normal (mins with gases at the ends). plz. Its just really annoying to not be able to easily box and count/pull the workers on minerals and there is no real reason to do it this way.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 27 2011 15:19 GMT
#6
Is it possible that this map isnt a mirrored? There seems to be a couple differences between sides...
KCCO!
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 27 2011 16:06 GMT
#7
1 block differnce but that the same for all maps.

the map is far too choked at the moment, there needs to be even number of wide open spaces to chokes (chokes count for ramps aswell)
Live Fast Die Young :D
forelmashi
Profile Blog Joined August 2007
421 Posts
January 27 2011 16:11 GMT
#8
i think it's quite nice but why lock 1v1 spawns! you should allow all spawns, the 3rd in center for close spawn is even quite viable with your ramp/choke setup imo and not locking spawns will add more depth

mb lock them in 2v2! left vs right

good job i really like it
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
January 27 2011 17:13 GMT
#9
You could do 3 watchtowers, with the extras where the little water patches are between the gold and blue middle bases. That might be a little overpowered though because it would give vision of basically the entire map.
Or you could do 2 in those positions, and remove the middle one, leaving the fact that it's high ground to be the advantage.
HOLY CHECK!
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
January 27 2011 21:02 GMT
#10
On January 27 2011 20:54 ihasaKAROT wrote:
[M]Zel' Kalith
(2)Tortugan Blockade


what one is it now?


Zel' Kalith lol sorry. I copied and pasted an older thread so I didnt have to type so much
Treatin' fools since '87
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
January 27 2011 21:32 GMT
#11
New Picture Posted.
Treatin' fools since '87
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
January 27 2011 21:35 GMT
#12
On January 28 2011 00:19 ihasaKAROT wrote:
Is it possible that this map isnt a mirrored? There seems to be a couple differences between sides...


The picture posted for the OP was a day old. I just updated it. But yes the map isnt totally mirrored but for symmetry I copied/pasted the main bases and then went back and slightly altered some terrain for aesthetic purposes.
Treatin' fools since '87
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
Last Edited: 2011-01-27 21:41:12
January 27 2011 21:40 GMT
#13
I would remove the rocks on the 2:00 and 8:00 blue third bases, because as it stands now I see no reason to take the blue over the gold (I know it's a longer walk distance, but the blue is so exposed to the cliff behind it :[)

Other than that, looks cool.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
January 27 2011 21:49 GMT
#14
What if I switched the Gold and Regular minerals that are blocked by the Destructible Rocks at the center and 1 and 7 oclock expansions? If i moved the blue expansions to the outside/corner of the map, I could remove the destructible rocks. I think that would be better.. thoughts?
Treatin' fools since '87
SmashHammer
Profile Joined January 2011
United States148 Posts
January 27 2011 22:01 GMT
#15
The ramps in the center seem kinda small to me, especially once armies started to get larger (also with force-fields). I would widen them up a little more. I like the overall look and the layout around the mains though.
TPW Mapping - theplanetaryworkshop.com
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
January 27 2011 22:05 GMT
#16
On January 28 2011 01:11 forelmashi wrote:
i think it's quite nice but why lock 1v1 spawns! you should allow all spawns, the 3rd in center for close spawn is even quite viable with your ramp/choke setup imo and not locking spawns will add more depth

mb lock them in 2v2! left vs right

good job i really like it


the distance from 11 to 4 and 10 to 5 would be way too short if I didnt lock the starting positions.
Treatin' fools since '87
lovablemikey
Profile Joined October 2010
264 Posts
January 28 2011 01:18 GMT
#17
It's been said already and I agree that the entire map seems very choked. The ramps are all narrow, which gives Zerg a lot of trouble, especially considering the map isn't as spacious as it should be.

What might help, and is a quick fix, is to drop the cliff level of the thirds. Flattening that out will help out Zerg. That means you would most likely want to drop the middle down a cliff level too.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
January 29 2011 04:04 GMT
#18
On January 28 2011 06:49 NastyMarine wrote:
What if I switched the Gold and Regular minerals that are blocked by the Destructible Rocks at the center and 1 and 7 oclock expansions? If i moved the blue expansions to the outside/corner of the map, I could remove the destructible rocks. I think that would be better.. thoughts?


I like this idea ! :D it works well with the idea of the gold being risky, since there's a really abuse-able cliff right beside it.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
February 02 2011 05:12 GMT
#19
Updates:

Added some more doodads.
Switched the high yield expansions with the one and seven o'clock expansions.
Removed destructible rocks at the one and seven o'clock expansions.
Treatin' fools since '87
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2011-02-02 23:49:34
February 02 2011 23:48 GMT
#20
If your interested I'm usually in the chat channels Day9tv or Teamliquid trying to get KotH going on this map. Just msg me on b.net or tl.net or go to channel Zel Kalith for KotH
Treatin' fools since '87
PiLoKo
Profile Joined January 2011
Mexico144 Posts
Last Edited: 2011-02-03 19:59:29
February 03 2011 19:58 GMT
#21
The problem with locked spawns is that you basicly have a 2 player map with a 4 players layout, if it is intended for 2 players, I find that kind of ilogic.

>The map looks awesome D=
I like to troll in-game :)
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-02-03 20:15:22
February 03 2011 20:14 GMT
#22
The map looks cool but IMHO its like there's no place to fight without there being an expansion there...

May as well re-name it to Expansion Wars
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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