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Active: 9086 users

[M] (2) Neo Korhal Brawl

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-02-12 17:59:19
September 10 2011 12:44 GMT
#1
2/12 update!
REALLY old post:

+ Show Spoiler +
Old post:
+ Show Spoiler +
10/9 update!

Changes:
+ Show Spoiler +
-The naturals are now the same size (the top was slightly bigger)
-Aesthetic changes!
-LoS blockers at one of the entrances to the third base. This was done to further encourage expanding to the 4th base, as there was very little 4-base play when I tested it extensively.
-Middle has more water! The new water is pathable.

New version:
+ Show Spoiler +
[image loading]



Previous versions:

+ Show Spoiler +
9/23 update!
Korhal Brawl v2.1:
+ Show Spoiler +
[image loading]


Changes:
+ Show Spoiler +
Meh, not much...
-Main ramp changed so that it can be walled normally.
-More doodads.
-Slight retexturing
-Natural expo choke decreased from 11 squares to 9
-Water!



+ Show Spoiler +
9/17 update!
Korhal Brawl v2.0:
+ Show Spoiler +
[image loading]

As always, I'm looking for honest, constructive feedback. Please leave your two cents!
Changes from 1.0:
+ Show Spoiler +
-Old ridge above third moved.
-Some unpathable structure added, making the third easier to hold. The structure is not pathable. (unless I messed up...)
-Rocks on third moved to gold.
-Much less open.
-Watchtower split into two and moved to thirds.
-Corner expansions are slightly bigger.
-Fixed an issue that a mineral patch on the blue 4th overlapped with a geyser.
-The Natural expansion is bigger.
-Added a hole near the gold bases to make it less open there.
-Doodads added!

I also pm'd Barrin to ask him to change the thread title to [M](2)Korhal Brawl.


Older versions of the map:
+ Show Spoiler +
Old post:
+ Show Spoiler +
EDIT: This map looks nothing like a winding city. I need a name change, so please take a look at the following poll:
+ Show Spoiler +
Poll: What should I change the name to?

Korhal Brawl (6)
 
67%

Blue Paradise (2)
 
22%

Metropolis Ridge (1)
 
11%

City Boa (0)
 
0%

Other (Specify Below) (0)
 
0%

Keep the name the same. (0)
 
0%

9 total votes

Your vote: What should I change the name to?

(Vote): Blue Paradise
(Vote): Korhal Brawl
(Vote): City Boa
(Vote): Metropolis Ridge
(Vote): Other (Specify Below)
(Vote): Keep the name the same.





(2)Winding City:
[image loading]
Cool Info:
+ Show Spoiler +
Naturals are 10 squares wide.
You can either expand clockwise and take the third blocked by rocks -> high ground 4th --> High ground 5th or expand counterclockwise and risk the gold -->counterclockwise corner base and then take your blocked base.
There's a ridge above the blocked third that allows you to position units there to guard your third more easily.
You can wall off your main with 2 barracks/gateways.
more?

BASE:
+ Show Spoiler +
10 blue bases and 2 gold bases.
All blue bases have 8 mineral fields and 2 geysers.
Both gold bases have 6 gold mineral fields and 2 geysers.

Textures:
+ Show Spoiler +
Only Korhal (Do you see where I'm going with this? See the next spoiler)

Mr. Templar, exactly what are you planning with this map?
+ Show Spoiler +
Well, it's very simple. I'm going to submit it into MotM 10, as it is somewhat blizzardy in its main-nat layout and satisfies all the requirements.

Hey! Where's the analyzer?
+ Show Spoiler +
I don't have it... I need a new computer first, then I'll edit this with analyzer

Where can I play this awesome-looking map?
+ Show Spoiler +
It's published on NA.

UPDATE 9/16: Most, if not all changes have been addressed. The mains are larger, the fourth bases have been fixed (mineral issue), and the middle is less open.
Mods, please change the thread title to [M](2)Korhal Brawl.
The map:
+ Show Spoiler +
[image loading]





10/28ish update!

Toyed with the water, eventually removed it.
Some more doodads.
..

Ok, I mainly just wanted to bump this, plus the deadline for the TL map contest is coming up, so...
[image loading]




Ok, I completely changed this map because I could. ^^
Less circle syndrome, islands, more accessable middle!
+ Show Spoiler +
[image loading]

Changelog: Everything? But primarily:
+ Show Spoiler +
-Added islands
-Opened up paths into the middle to make it more accessable
-Added islands
-Created a backdoor path into the third
-Removed the golds
-Moved 4ths further up
-Added another base between 4th and 5th
-Made watchtowers less defensive.
-Natural choke width reduced to 9 squares
-Water :D
-Tiny other aesthetic changes.
-Map made bigger.

ModeratorI am still alive, somehow
TL+ Member
spaZzNx-`
Profile Joined January 2011
Hong Kong1221 Posts
September 10 2011 12:49 GMT
#2
Not offence but isn't the middle a BIT too open? :S
TeamLiquid fighting~ Gogo SlayerS Terrans!
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 10 2011 12:51 GMT
#3
On September 10 2011 21:49 spaZzNx-` wrote:
Not offence but isn't the middle a BIT too open? :S

That was a concern I had... would it be ok if I added some highground in the center?
ModeratorI am still alive, somehow
TL+ Member
lefix
Profile Joined February 2011
Germany1082 Posts
September 10 2011 13:26 GMT
#4
i just wanted to say happy birthday
Map of the Month | The Planetary Workshop | SC2Melee.net
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 10 2011 13:48 GMT
#5
On September 10 2011 22:26 lefix wrote:
i just wanted to say happy birthday

It's not my birthday....
ModeratorI am still alive, somehow
TL+ Member
Tatari
Profile Blog Joined January 2011
United States1179 Posts
September 10 2011 14:33 GMT
#6
Uh... sadly, this isn't the image I had in mind about a winding city... This is kinda makes me think of a mall with a wide open parking lot. :/

How short is it base to base? This almost looks as short as Steppes of War.
A fed jungler is no longer a jungler, but a terrorist.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 10 2011 16:15 GMT
#7
I would give a little more space at the 3 and 9 bases behind the minerals so it's not so hard to chase out drops and air harass. The open center isn't that bad, it's similar to Shattered Temple. Just include a couple small obstacles somewhere to help break up the space.

Your only big problem is that the main is way too small. Maybe shove the nat over a bit to expand the main to about 30CCs. 30-35 seems good for a map like this.

Also I don't understand why there are rocks on the protected 3rd. Why not just... not have rocks? Or if anything, put them on the gold.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-09-10 16:48:21
September 10 2011 16:44 GMT
#8
Uh... sadly, this isn't the image I had in mind about a winding city... This is kinda makes me think of a mall with a wide open parking lot. :/

How short is it base to base? This almost looks as short as Steppes of War.

Think Shattered temple close air.
And yeah, I'm changing the name soon. I was really tired when I made the map.

I would give a little more space at the 3 and 9 bases behind the minerals so it's not so hard to chase out drops and air harass. The open center isn't that bad, it's similar to Shattered Temple. Just include a couple small obstacles somewhere to help break up the space.

Your only big problem is that the main is way too small. Maybe shove the nat over a bit to expand the main to about 30CCs. 30-35 seems good for a map like this.

Also I don't understand why there are rocks on the protected 3rd. Why not just... not have rocks? Or if anything, put them on the gold.

The rocks are there because this is supposed to be blizzard-map-like :D
I know the mains are too small. So, I think I'll put some extra space behind the current mineral line and rotate the mineral line and move it a bit.
And I always have trouble with the middle, but I'll develop it.
Going to add a name change poll to OP.
Edit: done
ModeratorI am still alive, somehow
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 10 2011 16:51 GMT
#9
As general feedback, and I used to do this too, your resource lines on the left and right expansions are way too close to the edge of the terrain, with no room behind the geysers. As a rule of thumb, use the building grid(ctrl+shift+H) and see if you can fit a spawning pool in 1 or 2 places behind the mineral lines, and at least 1 supply depot between the geyser and the wall.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 10 2011 19:34 GMT
#10
On September 11 2011 01:51 MisfortuneS Ghost wrote:
As general feedback, and I used to do this too, your resource lines on the left and right expansions are way too close to the edge of the terrain, with no room behind the geysers. As a rule of thumb, use the building grid(ctrl+shift+H) and see if you can fit a spawning pool in 1 or 2 places behind the mineral lines, and at least 1 supply depot between the geyser and the wall.

I'm well aware of what to do (See other maps of my creation) about that. It's just a matter of space, which I'll be fixing.
ModeratorI am still alive, somehow
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10627 Posts
September 11 2011 00:12 GMT
#11
this might be in one of those descriptions that you listed, but can tanks reach the nexus//hatch//cc fro m the ridges in the middle to the 3rd?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 11 2011 03:05 GMT
#12
On September 11 2011 09:12 FlaShFTW wrote:
this might be in one of those descriptions that you listed, but can tanks reach the nexus//hatch//cc fro m the ridges in the middle to the 3rd?

*facepalm* yes. I somehow manage to do that with literally every map I ever create.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 17 2011 02:34 GMT
#13
Bump: Update.
ModeratorI am still alive, somehow
TL+ Member
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
September 17 2011 06:04 GMT
#14
This map is heavily favored toward zerg - not because of it's openness, but because zerg can EASILY grab the gold base as a 3rd expansion while protoss and terran have to turtle on 2-base for a short time. The only way for a protoss or terran player to win on a map like this (with this setup) is to win in the early game. As of right now, this map favors zerg macro by a mile, so I would put the rocks at the gold and open up the blue 3rd.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SidianTheBard
Profile Joined October 2010
United States2475 Posts
September 17 2011 06:49 GMT
#15
My thoughts, check out the picture:
[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 17 2011 12:13 GMT
#16
@IronManSC: Thank you for your feedback. I'm on it, as well as making the blocked thirds not seigable for zerg. The rocks will also be moved to the gold.
@SidianTheBard: Could you elaborate a bit on the changes to the corner expansions and the middle? I'm all for making the nats bigger, but I don't see why the fourth/fifth need to be melded (creating a 10 base map).

I have another change for the middle, as I can't do lower ground than what I already have in the middle without raising the entire map up an elevation level, and I'm not doing that because I'm lazy .
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-09-17 20:52:29
September 17 2011 12:48 GMT
#17
Update!
Edit: I did not take up most of Sidian's ideas because they didn't seem necessary. If he can explain why they are important/mine are bad then I probably will change them to what he suggests.
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 17 2011 17:36 GMT
#18
Hey it looks windy now!

Nice update, when I have a minute later I'm going to edit in more feedback.
Comprehensive strategic intention: DNE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 17 2011 19:07 GMT
#19
--- Nuked ---
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 17 2011 19:11 GMT
#20
On September 18 2011 04:07 Barrin wrote:
renamed from Winding City to Korhal Brawl

Thanks!
ModeratorI am still alive, somehow
TL+ Member
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