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Active: 1272 users

[M] (2) ESV Korhal Compound - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
SidianTheBard
Profile Joined October 2010
United States2474 Posts
November 10 2011 15:11 GMT
#21
Yeah, no idea what you were thinking when you changed it from this piece of work to a damn crater!

Come on Monitor, we want our Compound back!
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.
lefix
Profile Joined February 2011
Germany1082 Posts
November 10 2011 15:19 GMT
#22
i agree.
compound ftw
Map of the Month | The Planetary Workshop | SC2Melee.net
monitor
Profile Blog Joined June 2010
United States2408 Posts
November 10 2011 15:19 GMT
#23
On November 10 2011 17:50 Meltage wrote:
Needs more luv.

I'm glad you're plannign to move daggoth Crater back to this


Thanks.

On November 11 2011 00:11 SidianTheBard wrote:
Yeah, no idea what you were thinking when you changed it from this piece of work to a damn crater!

Come on Monitor, we want our Compound back!


It's coming back!
https://liquipedia.net/starcraft2/Monitor
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-11-10 18:40:17
November 10 2011 18:37 GMT
#24
It better come back... the original style reminded me of Uldum in world of warcraft

[image loading]

[image loading]

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
November 10 2011 18:51 GMT
#25
♥♥♥
That's more like it.
Best of luck for the voting in the TL map contest.
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-11-12 20:08:44
November 12 2011 18:59 GMT
#26
Updated for the TL Map Contest with a new overview:

[image loading]
https://liquipedia.net/starcraft2/Monitor
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 12 2011 19:42 GMT
#27
I like its retexturing - simple and nice to the eye ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Modernist
Profile Joined March 2011
United States89 Posts
Last Edited: 2012-04-08 00:59:53
November 12 2011 20:02 GMT
#28
monitor
Profile Blog Joined June 2010
United States2408 Posts
November 12 2011 20:11 GMT
#29
On November 13 2011 04:42 dezi wrote:
I like its retexturing - simple and nice to the eye ^^


Thanks! I hope it turns out well in-game too.

On November 13 2011 05:02 Modernist wrote:
I think there should be rocks on the ramp between the 3rd and 4th to help PvZ/TvZ.


That's an interesting point, I'll have to think about it. Right now Protoss/Terran can wall off the choke between the third and fourth on lowground with two gateways and a pylon though, which should shut down most of the aggression from that angle.
https://liquipedia.net/starcraft2/Monitor
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 12 2011 20:21 GMT
#30
Didn't the 5th base move into the hollow between the main and highground for Daggoth Crater (becoming an alternate 3rd)? That's a very different layout. What's going on here?! XD
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2408 Posts
November 12 2011 21:28 GMT
#31
On November 13 2011 05:21 EatThePath wrote:
Didn't the 5th base move into the hollow between the main and highground for Daggoth Crater (becoming an alternate 3rd)? That's a very different layout. What's going on here?! XD


Yes that base has changed. The problem was that it was almost useless, because it was too far from the natural to be taken as a third or fourth, but it couldn't be taken as a fifth because it was too close to the opponent's fourth base.
https://liquipedia.net/starcraft2/Monitor
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-11-14 05:01:18
November 12 2011 23:52 GMT
#32
I had to enlarge the mains after some testing, now it is ready for competition:

[image loading]

Can a mod please add ESV to the title of this? Thanks!
https://liquipedia.net/starcraft2/Monitor
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 14 2011 00:40 GMT
#33
So pretty <3
Moderatorshe/her
TL+ Member
LiamTheZerg
Profile Joined March 2011
United States523 Posts
November 14 2011 04:43 GMT
#34
Looks gooood ;9
Jjakji | Sage | Seal | Shuttle | DongRaeGu | oGsTheSTC | Bomber | Curious | Oz
monitor
Profile Blog Joined June 2010
United States2408 Posts
November 14 2011 05:01 GMT
#35
On November 14 2011 09:40 TehTemplar wrote:
So pretty <3


Thanks!

On November 14 2011 13:43 LiamTheZerg wrote:
Looks gooood ;9


Thank you!
https://liquipedia.net/starcraft2/Monitor
monitor
Profile Blog Joined June 2010
United States2408 Posts
December 19 2011 01:10 GMT
#36
Updated OP with a V1.6

Changelog
1.6
-Removed doodads in center to encourage moving through middle
-Changed cliffs to Port Zion Manmade so the main ramp appears to be 1 forcefield wide
-Changed lighting to BelShir to be easier on the eyes
-Added rocks to part of the ramp to the fifth to make it easier to defend

[image loading]
https://liquipedia.net/starcraft2/Monitor
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
February 10 2012 16:38 GMT
#37
--- Nuked ---
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 10 2012 17:51 GMT
#38
Yeah, glad KC is going to be in the ladder pool. This is what i wrote up waaaay back during the TLMC Voting thread about KC. I liked it a lot back then and I still like it a lot now.


Map Rank: 2nd
Korhal Compound

I'm confused why this map is getting no love at all. The Main through 4th bases are probably one of the best expansions paths I've seen in a map. Not only are the 3rd and 4ths fairly easy to get, but they also open up many vulnerablities if you
do end up taking them. You can easily punish players that take a too greedy third due to the lowground. When you take the 4th you have to worry about the highground right behind you. It's awesome though because as for main attack paths when you get a 4th you really only have to watch two places, yet it also there are tons of opportunities for harass. Harass = Good. I haven't talked much about watchtowers yet, but this map has the best xel'naga watchtower placement of all the maps. It shows just enough. Basically having vision of the ramps in the middle is great, it makes the middle of the map more dangerous to walk through, although it's also the fastest way to your opponent. You can take a slower way around the outer edges of the map though and you won't get spotted. Now when playing, do you just go down the ramps into the middle only to get spotted so they have time to prepare, or do you take the extra 20 seconds to walk around the outside of the map to get to your opponent out of watchtower range. If it weren't for another ESV map, this one should have easily gotten 1st place.
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.
Sinnwin
Profile Joined February 2012
United States12 Posts
February 10 2012 20:12 GMT
#39
Congrats on the ladder map, well deserved
Timmay
Profile Joined April 2005
United States112 Posts
February 11 2012 08:11 GMT
#40
I found a potential problem with the third base in PvZ:

[image loading]

Should it be that easy to cannon?
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