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[M] (2) Neo Korhal Brawl - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 Next All
Gfire
Profile Joined March 2011
United States1699 Posts
September 17 2011 20:38 GMT
#21
I like the new version. The path in the center is cool, it wouldn't be too useful in the early game but it causes the attack paths to be altered based on expansion patterns, it should be pretty dynamic. Overall quite a good map now.
all's fair in love and melodies
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 17 2011 21:55 GMT
#22
On September 18 2011 05:38 Gfire wrote:
I like the new version. The path in the center is cool, it wouldn't be too useful in the early game but it causes the attack paths to be altered based on expansion patterns, it should be pretty dynamic. Overall quite a good map now.

Thanks!
ModeratorI am still alive, somehow
TL+ Member
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-09-18 04:24:22
September 18 2011 04:19 GMT
#23
--- Nuked ---
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-09-18 13:33:04
September 18 2011 13:31 GMT
#24
On September 18 2011 13:19 Barrin wrote:
Oh wow lol. That was the biggest map improvement I've ever seen. Still needs some refinement, but it's looking good.

Thanks
I will also work on the center pathway. Thank you!
Edit: Also, you mention refinement being needed. Can you specify a certain area that could use some improvement? Or is it more of an aesthetic thing? etc.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-09-24 01:42:12
September 24 2011 01:07 GMT
#25
Update, I'll be posting the image later because imgur is overloaded (wth?)
edit: done
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 24 2011 12:12 GMT
#26
bumpity bump, would like to finish this for MotM 10.
ModeratorI am still alive, somehow
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-09-24 15:46:22
September 24 2011 15:45 GMT
#27
here are my suggestions, if you want to take them:
+ Show Spoiler +

[image loading]

Misplaced Doodad: fairly obvious.

Add highground ridge: if you're still looking to change up the center path, then maybe you could do somethng like this. It would make the watchtowers a little harder to hold.

Awkward min/gas placement: the gas and minerals are kinda close to the middle of those ramps, which is a little weird and imo will be annoying to defend.
This is it... the alpaca lips.
Gfire
Profile Joined March 2011
United States1699 Posts
September 24 2011 16:36 GMT
#28
I'm a bit afraid of pylon warpins into the main from the dark concrete highground expos.

I think the main and natural could be readjusted somewhat. I think the nat choke is too small at 9. Both bases could be expanded into the air space quite a bit. This way, you could increase space between the main and the other high ground expo without sacrificing building area inside the bases, and be able to most the expo with the awkward resource placement.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 24 2011 16:44 GMT
#29
On September 25 2011 01:36 Gfire wrote:
I'm a bit afraid of pylon warpins into the main from the dark concrete highground expos.


It's too far for pylon range.

I think the main and natural could be readjusted somewhat. I think the nat choke is too small at 9. Both bases could be expanded into the air space quite a bit. This way, you could increase space between the main and the other high ground expo without sacrificing building area inside the bases, and be able to most the expo with the awkward resource placement.


I agree in principle but I'm not sure it's a big deal. I think the distance is large enough that more than 9 squares could be good for the nat choke so FE isn't obligatory. The lefthand 3rd is so open, it might be nice to have some kind of cover around the left side of the mineral line/geyser.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-09-24 17:31:19
September 24 2011 17:26 GMT
#30
EatThePath is correct.


On September 25 2011 00:45 Namrufus wrote:
here are my suggestions, if you want to take them:
+ Show Spoiler +

[image loading]

Misplaced Doodad: fairly obvious.

Add highground ridge: if you're still looking to change up the center path, then maybe you could do somethng like this. It would make the watchtowers a little harder to hold.

Awkward min/gas placement: the gas and minerals are kinda close to the middle of those ramps, which is a little weird and imo will be annoying to defend.

misplaced doodad: On it!
Center: Why is the center bad? Every map has a highground/low ground middle. This map is actually somewhat original in the fact that you can prevent passage through the middle with ranged units like tanks from the watchtower and they can't see you. This makes the third easier to defend.
The awkward placement of mineral lines: the third is placed like that to encourage expanding to the fourth base.
The fourth base: Whats wrong with gas right next to the ramp?

Edit:
I think the main and natural could be readjusted somewhat. I think the nat choke is too small at 9. Both bases could be expanded into the air space quite a bit. This way, you could increase space between the main and the other high ground expo without sacrificing building area inside the bases, and be able to most the expo with the awkward resource placement.

While testing the map, I had a complaint that forge FE was too hard with 11 squares. I tested it with 11 overpool and almost broke in. I also came ahead economically.
So, I reduced the width to 9.



Note to everyone: Please test this map if you are on NA.
ModeratorI am still alive, somehow
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
September 24 2011 21:27 GMT
#31
9 squares is way smaller than any mainstream map right now afaik. Players FFE on way more open maps and get away with it.
all's fair in love and melodies
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 25 2011 01:47 GMT
#32
On September 25 2011 06:27 Gfire wrote:
9 squares is way smaller than any mainstream map right now afaik. Players FFE on way more open maps and get away with it.

ok.
Should I widen it to 11 squares? 12? More?
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-09-25 03:56:10
September 25 2011 03:55 GMT
#33
On September 25 2011 10:47 TehTemplar wrote:
Show nested quote +
On September 25 2011 06:27 Gfire wrote:
9 squares is way smaller than any mainstream map right now afaik. Players FFE on way more open maps and get away with it.

ok.
Should I widen it to 11 squares? 12? More?


I would say it's up to you, use your judgement. The primary metric is how many 3x3 buildings it will take, so 11 and 12 are kind of the same. But 13 is huge! Or you could leave it at 9...
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 25 2011 14:06 GMT
#34
On September 25 2011 12:55 EatThePath wrote:
Show nested quote +
On September 25 2011 10:47 TehTemplar wrote:
On September 25 2011 06:27 Gfire wrote:
9 squares is way smaller than any mainstream map right now afaik. Players FFE on way more open maps and get away with it.

ok.
Should I widen it to 11 squares? 12? More?


I would say it's up to you, use your judgement. The primary metric is how many 3x3 buildings it will take, so 11 and 12 are kind of the same. But 13 is huge! Or you could leave it at 9...

Is there a problem with 9? Because I will change it if it is a problem.
ModeratorI am still alive, somehow
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 25 2011 14:23 GMT
#35
On September 25 2011 02:26 TehTemplar wrote:
EatThePath is correct.


Show nested quote +
On September 25 2011 00:45 Namrufus wrote:
here are my suggestions, if you want to take them:
+ Show Spoiler +

[image loading]

Misplaced Doodad: fairly obvious.

Add highground ridge: if you're still looking to change up the center path, then maybe you could do somethng like this. It would make the watchtowers a little harder to hold.

Awkward min/gas placement: the gas and minerals are kinda close to the middle of those ramps, which is a little weird and imo will be annoying to defend.

misplaced doodad: On it!
Center: Why is the center bad? Every map has a highground/low ground middle. This map is actually somewhat original in the fact that you can prevent passage through the middle with ranged units like tanks from the watchtower and they can't see you. This makes the third easier to defend.
The awkward placement of mineral lines: the third is placed like that to encourage expanding to the fourth base.
The fourth base: Whats wrong with gas right next to the ramp?

Edit:
Show nested quote +
I think the main and natural could be readjusted somewhat. I think the nat choke is too small at 9. Both bases could be expanded into the air space quite a bit. This way, you could increase space between the main and the other high ground expo without sacrificing building area inside the bases, and be able to most the expo with the awkward resource placement.

While testing the map, I had a complaint that forge FE was too hard with 11 squares. I tested it with 11 overpool and almost broke in. I also came ahead economically.
So, I reduced the width to 9.



Note to everyone: Please test this map if you are on NA.


Open an image of your map in paint or photoshop. draw some arrows from the main to indicate how you would move your army to attack the other base. the issue is the middle area of your map will probably never see use as players would just run around it to get to where ever.
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 25 2011 17:00 GMT
#36
Open an image of your map in paint or photoshop. draw some arrows from the main to indicate how you would move your army to attack the other base. the issue is the middle area of your map will probably never see use as players would just run around it to get to where ever.

The middle is not supposed to be useful early to mid game, but when you have 5 bases, the middle provides a quicker and easier way to pressure your opponent's bases, traveling from your 5th and 4th bases.
ModeratorI am still alive, somehow
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
September 26 2011 01:02 GMT
#37
On September 25 2011 02:26 TehTemplar wrote:
Center: Why is the center bad? Every map has a highground/low ground middle. This map is actually somewhat original in the fact that you can prevent passage through the middle with ranged units like tanks from the watchtower and they can't see you. This makes the third easier to defend.

It was a suggestion to solve the problem percieved by other posters that the middle path would be unused. the idea behind the suggestion was that it would give players an incentive to control the middle in order to control access to the watchtowers. I didn't mean to say that the middle was "bad" as it is, it seems like you have put a lot of thought into how that area works .


The awkward placement of mineral lines: the third is placed like that to encourage expanding to the fourth base.

if that is intentional, that is really an interesting feature.


The fourth base: Whats wrong with gas right next to the ramp?

it makes the geyser more vulnerable, and with the resources and cc/hatch/nexus so close to the ramp, it might make it annoying to attack or defend there imo.
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-10-09 20:04:22
October 09 2011 19:52 GMT
#38
Bump!
I tested this several times over the course of the last few weeks. The middle, I found, is used early-game as the shortest attack path.
Edit: The main to main path does not go through the middle and is 150. The nat to nat distance does go through the middle and is 137.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 10 2011 21:31 GMT
#39
No comments, no updates, no updates, no games on it, no games on it, no ggs, no gg no skill.
ModeratorI am still alive, somehow
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
October 11 2011 01:37 GMT
#40
I just played a game on this vs AI. The water looks really wierd and flat to me (using high graphics settings), I'm not sure if this is your intention. It looks as if you have set the the texture roughness and mesh roughness settings to zero or something.
This is it... the alpaca lips.
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