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[M] (2) ESV Cloud Kingdom - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 10 Next All
Gfire
Profile Joined March 2011
United States1699 Posts
January 03 2012 03:26 GMT
#81
On January 03 2012 11:42 Superouman wrote:
Holy shiiiiiiiiiiiiiiiiiiii-, i can't believe i didn't see that blunder, it's going to be fixed now.
I'm terribly sorry.

Well, at least now we know you're mortal. Thanks for reducing the fog, too, that will be nice. The updated version will be played in GSL immediately, right?
all's fair in love and melodies
avilo
Profile Blog Joined November 2007
United States4100 Posts
January 03 2012 23:25 GMT
#82
I just wanted to leave feedback here for this map, this is one of my favorite maps, it is awesomely designed imo I may be biased because it feels really good for a mech style into later stages of the game

But just felt really nice regardless of style, fluid expansion taking, lots of terrain to use/abuse/take advantage of, I actually picked this to play on in some of my bo3s in tournaments GJ
Sup
deadmau
Profile Joined September 2010
960 Posts
Last Edited: 2012-01-06 13:12:20
January 06 2012 13:11 GMT
#83
I missed AOL King of Kongs, how did this map perform? I'll tell you this though, I haven't played on it yet, but it's fucking beautiful. Belshir Beach looking maps got nothing on Cloud Kingdom, it's just a pleasure to look at.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
January 08 2012 21:59 GMT
#84
This is in Code A/S making it the first Non-Korean/Non-Blizz map ever in a Korean Starleague!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 08 2012 22:34 GMT
#85
On January 09 2012 06:59 Diamond wrote:
This is in Code A/S making it the first Non-Korean/Non-Blizz map ever in a Korean Starleague!


Congrats! All the hard works begins to pay off

Foreign mapmaking fightiing!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2012-01-08 23:28:45
January 08 2012 23:20 GMT
#86
Made a Reddit thread for this big moment
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
ch4ppi
Profile Joined July 2010
Germany802 Posts
January 09 2012 01:01 GMT
#87
Congratualtions
Drogith
Profile Blog Joined May 2010
United States1350 Posts
January 09 2012 01:05 GMT
#88
I think this will go in the map pool for for the New England SC2 league in season 3. Wish I saw it earlier.
Founder of the New England SC2 League
skatbone
Profile Joined August 2010
United States1005 Posts
January 09 2012 01:08 GMT
#89
On January 09 2012 06:59 Diamond wrote:
This is in Code A/S making it the first Non-Korean/Non-Blizz map ever in a Korean Starleague!


Ah damn! Congrats!
Mercurial#1193
deadmau
Profile Joined September 2010
960 Posts
January 09 2012 01:27 GMT
#90
First stop, GSL...next Blizzard ladder?! One can only dream!!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 09 2012 02:26 GMT
#91
On January 09 2012 10:27 deadmau wrote:
First stop, GSL...next Blizzard ladder?! One can only dream!!

It won TLMC so it has a pretty damn good shot at getting into the ladder pool and if GSL Code A+S isn't the nail in the coffin there, I don't know what is
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
GohgamX
Profile Joined April 2011
Canada1096 Posts
January 09 2012 03:12 GMT
#92
Great analysis, I really like this map, thanks to Superouman. I hope to see this on the ladder in the future...
Time is a great teacher, unfortunate that it kills all its pupils ...
InsidiA
Profile Blog Joined August 2011
Canada1169 Posts
January 09 2012 03:26 GMT
#93
Grats Superouman! :D
GraphicsInsidiA | StarCraft 2 Manager for Team eLevate | Graphic Designer for Red Bull eSports & HTC | @iamjasonpun
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 09 2012 09:53 GMT
#94
Here we go , Boxer vs Ganzi
KCCO!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 09 2012 10:13 GMT
#95
Must be awesome to see Boxer playing your map, congratz :D
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
shuurai
Profile Joined December 2011
75 Posts
January 09 2012 11:33 GMT
#96
Awesome looking map! Congratulations for its well deserved GSL adoption!
Koreans got Seoul
lyrlian
Profile Blog Joined January 2011
Netherlands257 Posts
Last Edited: 2012-01-09 12:28:40
January 09 2012 12:24 GMT
#97
We've been using this map for about 2 weeks now in Playhem Daily tournaments. I think I've cast about 20-25 games on it and there are a few things I feel like giving some feedback on, so here they are:

PvZ: I feel like it's very easy for protoss players to get good engagements on this map because of the amount of ramps present, 2 or 3 forcefields are enough to block one off and get a great engage. Even when out of position as a toss player (middle of the map) it's just a few seconds to get back to the nearest ramp and have a fantastic engagement.

Other than that, the third is pretty much impossible for zerg to defend. When you look at the map right now you might be like: Well Lyrlian. there's quite a bit of space at the third, and a nice way to flank around. While that is true right now, it doesn't work that well anymore when you plant down the third (smaller choke since the hatch helps creating the choke point). When a zerg has a third and a protoss goes and attacks it with a gateway/robo army. The choke point between the hatch and the rest of the map can be sealed with 2 forcefields. Visual representation: http://imgur.com/dQnyX

Red: Attack route protoss
Blue: Forcefields
Purple: Hatchery zerg

After killing the third there's this sort of hallway leading to the natural, and once again zerg struggle to find good engagements there, a terran sieging his tanks there makes it pretty much impossible to engage, a protoss throws down a few forcefields in the hallway leading to the natural and the zerg can't really engage properly (hard to get a good concave which doesnt get destroyed by 2/3 forcefields.

In general I feel the map is a bit too "tight" in certain spots that I named above.

PvT: Same story in lesser extent. Can be tough for terran to engage with a good concave.

PvP: Same as on all other maps with a ramp.

ZvZ: Same as on all other maps.

ZvT: Can be tough to engage the terran when he gets his army in the hallway from third leading to natural.

Thanks for reading and i'd like to end with saying that the things I am saying here are based on games from Pro zerg Players such as: viOlet, IMhorror, RAGESeala. But also other notable zerg players such as Akki and other top GM EU Zerg players.
@lyrlian on twitter! Caster for ESET, WCS and various other events.
Thylacine
Profile Joined August 2011
Sweden882 Posts
January 09 2012 13:46 GMT
#98
Fucking amazing map, gonna download and look through it.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
IcculusLizard
Profile Joined May 2011
265 Posts
Last Edited: 2012-01-16 01:15:47
January 16 2012 01:15 GMT
#99
SUPEROUMAN was generous enough to allow PeepMode (http://www.teamliquid.net/forum/viewmessage.php?topic_id=226035) to be applied to Cloud Kingdom. It is now published on NA, EU, and SEA.
RumbleBadger
Profile Joined July 2011
322 Posts
Last Edited: 2012-01-16 02:13:00
January 16 2012 02:09 GMT
#100
On January 09 2012 21:24 lyrlian wrote:
+ Show Spoiler +
We've been using this map for about 2 weeks now in Playhem Daily tournaments. I think I've cast about 20-25 games on it and there are a few things I feel like giving some feedback on, so here they are:

PvZ: I feel like it's very easy for protoss players to get good engagements on this map because of the amount of ramps present, 2 or 3 forcefields are enough to block one off and get a great engage. Even when out of position as a toss player (middle of the map) it's just a few seconds to get back to the nearest ramp and have a fantastic engagement.

Other than that, the third is pretty much impossible for zerg to defend. When you look at the map right now you might be like: Well Lyrlian. there's quite a bit of space at the third, and a nice way to flank around. While that is true right now, it doesn't work that well anymore when you plant down the third (smaller choke since the hatch helps creating the choke point). When a zerg has a third and a protoss goes and attacks it with a gateway/robo army. The choke point between the hatch and the rest of the map can be sealed with 2 forcefields. Visual representation: http://imgur.com/dQnyX

Red: Attack route protoss
Blue: Forcefields
Purple: Hatchery zerg

After killing the third there's this sort of hallway leading to the natural, and once again zerg struggle to find good engagements there, a terran sieging his tanks there makes it pretty much impossible to engage, a protoss throws down a few forcefields in the hallway leading to the natural and the zerg can't really engage properly (hard to get a good concave which doesnt get destroyed by 2/3 forcefields.

In general I feel the map is a bit too "tight" in certain spots that I named above.

PvT: Same story in lesser extent. Can be tough for terran to engage with a good concave.

PvP: Same as on all other maps with a ramp.

ZvZ: Same as on all other maps.

ZvT: Can be tough to engage the terran when he gets his army in the hallway from third leading to natural.

Thanks for reading and i'd like to end with saying that the things I am saying here are based on games from Pro zerg Players such as: viOlet, IMhorror, RAGESeala. But also other notable zerg players such as Akki and other top GM EU Zerg players.

These are very similar concerns to what I had since I first saw this map. I didn't think a zerg could really compete at a competitive level on this map because of the chokes around the third and also the fourth is very difficult for a zerg player. I didn't really want to voice my concerns because everyone seemed to only show support for everything about this map, but unfortunately I think zergs will always struggle on this map, especially against protoss.

It's still a great map, don't get me wrong. There's a lot of really neat ideas flying around in this map, and in general it is very well designed both layout-wise and aesthetically.

Edit: Also would it be possible to somehow get a drawing or something of how far the xel'naga range extends?
Games before dames.
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