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[M] (2) KalDir by LSPrime - Page 2

Forum Index > SC2 Maps & Custom Games
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Mereel
Profile Joined February 2010
Germany895 Posts
July 15 2011 11:39 GMT
#21
i really like the design.....i thought yesterday about snowtextures with green trees and u allready done it^^
TPW Mapmaking Team
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 15 2011 11:53 GMT
#22
tbh I liked the look of Black Forest more but this is also very unique and cool

I looove that you used this natural. I liked the idea of a natural like this ever since (Z)MorroW used it in his map Black Rainbow one year ago, so thanks for doing this.
Totally want to see how this map would play out if played by pro players!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Zeon0
Profile Joined September 2010
Austria2995 Posts
July 16 2011 14:34 GMT
#23
it looks pretty, but I cant make out cliffs, chokes etc. (but I dont know how this will translate ingame)
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 16 2011 15:28 GMT
#24
You never disappoint.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
July 17 2011 23:43 GMT
#25
this map plays really nice, and is short enough for a rush BUT! it's also got a easily defenble nat on high ground, i offen open 2rax at bottom of ramp or forge fe into 6gate blink, i have however not seen the game go past 2 base.
Live Fast Die Young :D
chocopaw
Profile Blog Joined May 2011
2072 Posts
July 19 2011 12:32 GMT
#26
Still no ETA for EU server yet?

On a sidenote, I am totally interested in some insight into GOMs plans regarding maps. For example if they already know which maps will be taken out of the pool next, which of your maps will replace them, what they want in their maps in the future and everything like that. Would be so cool if you would post something about that, LS.
http://twitter.com/lechocopaw
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 19 2011 15:38 GMT
#27
The layout of the main and natural is really amazing! I can't wait to see games on it. It wouldn't work in Brood War, but hopefully it does in SC2. I like the creative textures, despite them seeming slightly bland from the overview. In-game though, they look very nice.

I feel that you had intended each player to take expansions in their own corner, probably the one closer to their natural since the distance is shorter. This is what I mean. The corner 3rd is the closest if you break down the rocks, so it is the obvious third to take. Since the 4th and 5th bases are so close, they cannot be split between players (one player will take both). Additionally, taking your 3rd and the opponents 5th would require you to spread your army out far too much- and this would make the 4th an unusable expansion. So thus, I conclude that each player takes expansions in their own corner as drawn.

I feel the problem with this concept is that it is extremely difficult to get off of 2 bases, because of the short rush distance, the long distance to a 3rd, and the rocks offering an aggressive option into the natural. However, once you do get a 3rd, the game becomes a macro fest because suddenly the distance to attacking your opponent has become longer, and your next expansions makes it even longer.

The 3rd is really harder to hold than the 4th, which seems counter-intuitive to me. Zerg can take the 4th before the 3rd and be safer, but Protoss really can't risk spreading out that far unless they're doing an unusual build.

The opponents distance to your main is pretty short in the late game, so it'll will probably be attacked first. Defending your main, natural, 3rd, and 4th late game require you to move your entire army pretty far, and through some very tight chokes. This leaves your other expansions completely vulnerable to run-bys or harass, which can be nice, but also makes holding the expansion very difficult.

I think it would be nice to see some sort of intermediate expansion between your natural and third, to help bridge the gap between 2base all-ins and 3base macro games. Something like this could be a nice expansion for Protoss and Terran to take, maybe even Zerg. This option would be good because you don't have to spread out as much to take the 3rd, and you can still be aggressive. But it also sort of messes up the corner expansions, because they're basically free once you take it.

Note: I can't quite tell if you can walk through the center. I had been thinking you can, but let me know if you can't.
https://liquipedia.net/starcraft2/Monitor
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2011-07-19 16:46:27
July 19 2011 16:46 GMT
#28
Interesting map though as was previously stated the third looks a little difficult to take for non-zerg. Mutas would be an absolute nightmare on this map. Other than that, beautiful looking map, hope to see it in some play soon!
KaBoom300
Profile Joined January 2011
United States225 Posts
July 20 2011 05:59 GMT
#29
It looks amazing my only problem is that it seems the natural is super far from the main. Would be really hard to defend against mutas, drops, etc...
Liquid Dota Fighting!
mangoloid
Profile Joined September 2010
100 Posts
July 20 2011 07:28 GMT
#30
OP says "Just Texture Experiment" so I am going to assume you aren't looking for comments on layout &c.

The aesthetics look great, but (as others have said) it's kind of hard to distinguish certain features. I would love to see some in-game screenshots. (Or some replays, at least until this is published on other servers.) Anyway, I think the twilight forest setting is really cool.
Larsin
Profile Joined April 2011
Netherlands162 Posts
July 20 2011 07:46 GMT
#31
look awesome, but bad to play on.
It will never go past 2 base since the 3rd is miles away. auto loose for zerg.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 20 2011 09:02 GMT
#32
On July 20 2011 16:46 Larsin wrote:
look awesome, but bad to play on.
It will never go past 2 base since the 3rd is miles away. auto loose for zerg.


It actually favors Zerg to have a far away third where you can expand away from your opponent and sucks for Terran and especially for Protoss. See Crossfire or even Testbug PvZ.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
enecateReAP
Profile Joined June 2011
United Kingdom378 Posts
July 20 2011 10:59 GMT
#33
Beautiful map, would love to see it in GSL. ^_^
"Stargate units imba" - oGsMC
Yew
Profile Blog Joined July 2011
United States940 Posts
July 20 2011 12:36 GMT
#34
LS, you and Jackie(I think that's his name?) make awesome maps, keep it up!
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
July 20 2011 18:36 GMT
#35
Wow very good looking map (:
10%
garbobjee
Profile Joined February 2011
19 Posts
July 20 2011 23:58 GMT
#36
Nice? Are there any watchtowers on this map?
 (ಠ益ಠ)
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 21 2011 00:01 GMT
#37
You stole my natural idea!
Well, not really , but it's the same idea, executed much better.
Moderatorshe/her
TL+ Member
WArped
Profile Joined December 2010
United Kingdom4845 Posts
Last Edited: 2011-07-21 10:37:38
July 21 2011 10:35 GMT
#38
Wrong thread.
PeZuY
Profile Blog Joined February 2011
935 Posts
July 21 2011 10:52 GMT
#39
Why can't we see actually good maps like this in the ladder t.t Damn you blizzard.
Goibon
Profile Joined May 2010
New Zealand8185 Posts
July 21 2011 10:55 GMT
#40
Looks awesome (visually).

I wish i could see more maps entering competitive play quicker. I know that's not idea from a player perspective due to learning maps etc, but the map turnover just seems too slow. Not that it has to be, i don't know what is best for map rotations. But i want more maps. Me me me.
Leenock =^_^= Ryung =^_^= Parting =^_^= herO =^_^= Guilty
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