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[M] (2) Neo Korhal Brawl - Page 3

Forum Index > SC2 Maps & Custom Games
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The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 11 2011 01:46 GMT
#41
On October 11 2011 10:37 Namrufus wrote:
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.

Ok I'll probably remove the water.
Anything else?
ModeratorI am still alive, somehow
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
October 11 2011 02:01 GMT
#42
Anything else?


not much else...

I didn't notice any gamebreaking flaws or anything
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 11 2011 10:59 GMT
#43
On October 11 2011 11:01 Namrufus wrote:
Show nested quote +
Anything else?


not much else...

I didn't notice any gamebreaking flaws or anything

Wow really? O_O
ModeratorI am still alive, somehow
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
October 11 2011 17:46 GMT
#44
On October 11 2011 19:59 TehTemplar wrote:
Show nested quote +
On October 11 2011 11:01 Namrufus wrote:
Anything else?


not much else...

I didn't notice any gamebreaking flaws or anything

Wow really? O_O

REALLY! :p
+ Show Spoiler +

It was only a single game vs AI. Gameplaywise, everything seemed fairly normal and expected from my experience.
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 29 2011 03:11 GMT
#45
update/bump
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 12 2012 18:00 GMT
#46
New version of Korhal Brawl has been released. Please leave feedback.
Can I get a thread name change to Neo Korhal Brawl?
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 12 2012 21:06 GMT
#47
Hello, would also like feedback.
ModeratorI am still alive, somehow
TL+ Member
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
February 12 2012 21:38 GMT
#48
I really like the way you approach mapping "It don't need to be beautiful, it just need to be good". It's the same way that I approach it.

Generally I don't like this map as much as your other work. I don't know, it seems kind of... plain, next to some of the other stuff you've done. I don't like how the watch-towers cover the whole map, how hard the third is to take, and how super duper open the map is. It also seems a bit small... But I'm not sure without analyzer pics ^^
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 12 2012 22:11 GMT
#49
I think you could add a few clumps of doodads / holes / highground to adjust the openness, but this is generally good-looking! The 4/10oclock bases seem kind of extraneous and neutral with no definition / raison d'etre other than filling space. I would push them further towards the edge with some kind of tactical terrain feature so they are more clearly a distant 4th/5th going clockwise, more connected to the island in a possible line of expansion.

Also you might want to add a wider pod on the center walls to make a nice easy overlord spot with some margins.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 12 2012 23:38 GMT
#50
Woo feedback

I really like the way you approach mapping "It don't need to be beautiful, it just need to be good". It's the same way that I approach it.

Ty ^^

Generally I don't like this map as much as your other work. I don't know, it seems kind of... plain, next to some of the other stuff you've done.

The other one was even more boring xD
I'll post a really odd map next to counteract the apparent boringness of this map.

I don't like how the watch-towers cover the whole map, how hard the third is to take, and how super duper open the map is. It also seems a bit small... But I'm not sure without analyzer pics ^^

It's quite big actually.
I will move the watchtowers closer to the middle probably.
A rock can be put into the backdoors into the third to make it easier to defend.

I think you could add a few clumps of doodads / holes / highground to adjust the openness, but this is generally good-looking! The 4/10oclock bases seem kind of extraneous and neutral with no definition / raison d'etre other than filling space. I would push them further towards the edge with some kind of tactical terrain feature so they are more clearly a distant 4th/5th going clockwise, more connected to the island in a possible line of expansion.

Yay a good map :p
Tactical terrain feature... Hmmm

Also you might want to add a wider pod on the center walls to make a nice easy overlord spot with some margins.

On it!
ModeratorI am still alive, somehow
TL+ Member
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
February 12 2012 23:49 GMT
#51
The problem that I have with the watch-towers is that it's impossible to hold the third with them the way that they are. If you get A SINGLE TANK at the watch-tower, you're hooped, because you can shell to your hearts content. Watch-towers should offer vision, and through that information, but not a significantly insurmountable positional advantage (for terran, as tanks are the only unit that sees farther than they shoot). Notice how hard (read, impossible) it is to take golds on metal, or how hated XNC was because it was really hard to break a terran camping the towers.

In this version of the map, you can use the towers to bunnyhop, as they already overlap significantly, so that really needs to be fixed. And then you have the 'hard to hold third' that's gonna bug alot of people.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 13 2012 01:24 GMT
#52
The problem that I have with the watch-towers is that it's impossible to hold the third with them the way that they are. If you get A SINGLE TANK at the watch-tower, you're hooped, because you can shell to your hearts content. Watch-towers should offer vision, and through that information, but not a significantly insurmountable positional advantage (for terran, as tanks are the only unit that sees farther than they shoot). Notice how hard (read, impossible) it is to take golds on metal, or how hated XNC was because it was really hard to break a terran camping the towers.

Oh I get it.

In this version of the map, you can use the towers to bunnyhop, as they already overlap significantly, so that really needs to be fixed. And then you have the 'hard to hold third' that's gonna bug alot of people.

There are only 2 towers?
ModeratorI am still alive, somehow
TL+ Member
Duvon
Profile Joined October 2011
Sweden2360 Posts
Last Edited: 2012-02-13 08:56:11
February 13 2012 08:53 GMT
#53
I like.
Though, do the watch towers need the offensive cliff half around it?
Nothing is impossible, only some things for some people.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 13 2012 11:55 GMT
#54
I like.
Though, do the watch towers need the offensive cliff half around it?Last edit: 2012-02-13 17:56:11

Not really, I suppose.
ModeratorI am still alive, somehow
TL+ Member
S1eth
Profile Joined November 2011
Austria221 Posts
February 13 2012 15:37 GMT
#55
You only use 2 terrain levels. Have you thought about making the pathway that is surrounded by walls into a lowground pathway surrounded by cliffs? You could then put ramps under the rocks.
The watchtowers are too close to the naturals. You haven't posted the watchtower radius, but it looks like it completely covers all base entrances of a player. Which means two things:
The watchtower usually doesn't help you scout early pushes, because it's too late when you see it.
If the opponent applies early pressure and takes your watchtower, you're screwed.
I would place the two watchtowers in the middle.
X coord to the left and right side of the wall in the middle
Y coord between the two rocks

I have a request:
Could you try to create a map with the aim of being totally standard and generic?
4player 16base rotational symmetry or something like that where one would say this looks like X other maps.
Because I think the result would be pretty good.

The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 13 2012 20:36 GMT
#56
You only use 2 terrain levels. Have you thought You only use 2 terrain levels. Have you thought about making the pathway that is surrounded by walls into a lowground pathway surrounded by cliffs? You could then put ramps under the rocks.

I'd have to raise the entire map by one cliff level >_>

The watchtower usually doesn't help you scout early pushes, because it's too late when you see it.
If the opponent applies early pressure and takes your watchtower, you're screwed.
I would place the two watchtowers in the middle.
X coord to the left and right side of the wall in the middle

Already considering that.

Y coord between the two rocks

What rocks? There are no rocks on this map.

Could you try to create a map with the aim of being totally standard and generic?
4player 16base rotational symmetry or something like that where one would say this looks like X other maps.
Because I think the result would be pretty good.

It would have to wait until the weekend, as I don't have time to make a whole 'nother map until then.
ModeratorI am still alive, somehow
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