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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?
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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
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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.
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This is in Code A/S making it the first Non-Korean/Non-Blizz map ever in a Korean Starleague!
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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!
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Congratualtions
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I think this will go in the map pool for for the New England SC2 league in season 3. Wish I saw it earlier.
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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!
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First stop, GSL...next Blizzard ladder?! One can only dream!!
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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
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Great analysis, I really like this map, thanks to Superouman. I hope to see this on the ladder in the future...
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Canada1169 Posts
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Here we go , Boxer vs Ganzi
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dezi
Germany1536 Posts
Must be awesome to see Boxer playing your map, congratz :D
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Awesome looking map! Congratulations for its well deserved GSL adoption!
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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.
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Fucking amazing map, gonna download and look through it.
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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.
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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/dQnyXRed: 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?
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