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Active: 6149 users

[M] (2) Neo Korhal Brawl

Forum Index > SC2 Maps & Custom Games
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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 States10534 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
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.
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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.
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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.
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?
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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
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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
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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?
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The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 12 2012 21:06 GMT
#47
Hello, would also like feedback.
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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!
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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?
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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.
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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.
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