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[M] (2) ESV Cloud Kingdom - Page 6

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Superouman
Profile Blog Joined August 2007
France2195 Posts
January 17 2012 12:22 GMT
#101
On January 16 2012 11:09 RumbleBadger wrote:
Edit: Also would it be possible to somehow get a drawing or something of how far the xel'naga range extends?

On the overview pic, you can see small white triangles which symbolize the tower radius
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
DT.Damage
Profile Joined April 2011
Germany89 Posts
January 25 2012 18:43 GMT
#102
biggest shit map ever , how to win there with zerg?everything close as shit highground expansions wtf?

User was warned for this post
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 25 2012 18:43 GMT
#103
Try flanking, i heard it's a good tactic.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 25 2012 18:53 GMT
#104
On January 26 2012 03:43 DT.Damage wrote:
biggest shit map ever , how to win there with zerg?everything close as shit highground expansions wtf?


It's really important to minimize the damage you take from dark templar.
Comprehensive strategic intention: DNE
DT.Damage
Profile Joined April 2011
Germany89 Posts
January 25 2012 19:10 GMT
#105
On January 26 2012 03:53 EatThePath wrote:
Show nested quote +
On January 26 2012 03:43 DT.Damage wrote:
biggest shit map ever , how to win there with zerg?everything close as shit highground expansions wtf?


It's really important to minimize the damage you take from dark templar.


its really important that you eat the paths away.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 25 2012 19:22 GMT
#106
too much fog, ik its the name of the map, but no.
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 25 2012 19:46 GMT
#107
I already removed a lot of the fog. Gom didn't update their version yet
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 25 2012 19:53 GMT
#108
Did the fog cause lag issues?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 25 2012 20:29 GMT
#109
On January 26 2012 04:53 dezi wrote:
Did the fog cause lag issues?

It's hard to see stuff with the fog. Takes away from quick identification.
Leviance
Profile Joined November 2009
Germany4079 Posts
January 25 2012 22:30 GMT
#110
Guys plz tell Gom to change versions asap
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Diamond
Profile Blog Joined May 2009
United States10796 Posts
January 26 2012 07:59 GMT
#111
On January 26 2012 07:30 Leviance wrote:
Guys plz tell Gom to change versions asap


I've emailed them it 4 times now......
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-01-26 08:25:43
January 26 2012 08:24 GMT
#112
I think that's one of the toughest things for a tournament to do is to switch up the map mid-season. I suppose it's just some aesthetic changes but all of Ro32 in Code S had to play on the previous foggy version of cloud kingdom, why do the Ro16 players get a non-foggy version. Maybe the reason one of the Ro32 players lost on CK was because he couldn't see his units clearly etc etc etc.

Tbh, it's probably better to use the same version for the whole season unless of course it's something extremely major like some mineral/gas were bugged and you weren't able to mine them. Or some doodads were misplaced to block important areas etc etc.
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.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2012-01-26 08:44:30
January 26 2012 08:30 GMT
#113
On January 26 2012 17:24 SidianTheBard wrote:
I think that's one of the toughest things for a tournament to do is to switch up the map mid-season. I suppose it's just some aesthetic changes but all of Ro32 in Code S had to play on the previous foggy version of cloud kingdom, why do the Ro16 players get a non-foggy version. Maybe the reason one of the Ro32 players lost on CK was because he couldn't see his units clearly etc etc etc.

Tbh, it's probably better to use the same version for the whole season unless of course it's something extremely major like some mineral/gas were bugged and you weren't able to mine them. Or some doodads were misplaced to block important areas etc etc.


Yes let's not update obvious flaws in maps because it's "mid-season". There is a company that does this with their maps.....

It's named Blizzard....

Edit: Also the fog was a spectator thing, it's not that bad in game but comes through bad on the LQ stream. It's not a player issue.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-01-26 08:51:36
January 26 2012 08:50 GMT
#114
On January 26 2012 17:30 Diamond wrote:
Yes let's not update obvious flaws in maps because it's "mid-season". There is a company that does this with their maps.....

It's named Blizzard....


Hey now, I'm not saying that's right. But thinking of a tournament trying to be "fair" it might be how they are thinking. Plus if the only flaw is it is too foggy, psh, I love the fog.

It is kind of a nuisance that the map makers can't just have the only published version of the map because I sure as hell know that if I'm going to fix some aesthetics in my maps it'll take me 30 seconds to fix it and another 30 seconds to republish it, yet when you've got to send the map file to somebody else so they can publish it it always seems to take days if not weeks. -_-
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.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
January 26 2012 08:53 GMT
#115
On January 26 2012 17:50 SidianTheBard wrote:
It is kind of a nuisance that the map makers can't just have the only published version of the map because I sure as hell know that if I'm going to fix some aesthetics in my maps it'll take me 30 seconds to fix it and another 30 seconds to republish it, yet when you've got to send the map file to somebody else so they can publish it it always seems to take days if not weeks. -_-


Yes it's very stupid. Only works to make everyone's life harder, but hey tournies need to rape your load screens any chance they get.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Shiftyyyy
Profile Joined December 2010
Germany10 Posts
January 26 2012 13:27 GMT
#116
I think this map is pretty much unwinnable for zerg, especially vs protoss. the whole map is way too tight and all those ramps make it impossible for zerg to engage. Also there is no airspace arround the mainbase which makes mutalisk play pretty uneffective since u only can harass the third and the natural but always have to go a long way arround.

the third base is easy to defend for protoss because there is only one real path to attack and so also only one path to defend.
attacking up a 2 force field ramp is simply not possible while the third for zerg is pretty much undefendable.

vs terran i haven't played this map yet but its quite obvious not a good map for zvt. no space to mutalisk harass and no way to get good engagements once he has a decent position.

im thinking about not playing the playhem daily anymore just because of this map .. its too frustrating to only get the chance to advance if u get a lesser player or a mirror match in the 2nd round.
sad story.

remeber crossfire? it didnt even have a free third and was way better for mutalisk and still quite obviously imbalanced because of all the ramps and tight paths. hope this map will disappear in the near future aswell.
Fuck this Game! ~IdrA
Tppz!
Profile Joined October 2010
Germany1449 Posts
January 26 2012 13:34 GMT
#117
@Shifty: I dont want to make you angry but Crossfire is a Zergmap. Look at the stats. Zerg has the best Winrate on Crossfire.

I dont think CK is bad for Zerg. Tehere is so much space and so many attackpath - you can always do a runby etc. Its pretty balanced
Shiftyyyy
Profile Joined December 2010
Germany10 Posts
January 26 2012 15:55 GMT
#118
crossfire was a very good map for mutalisk, ck isnt as i pointed out. have you ever played that map from a zerg perspective? its just impossible to punish a defensive macro style.

where do you see so much space when i can get hit by a colossus who isnt even up the ramp at my natural when i create a concave

almost all maps have either easy expos and wide open space (ST, taldarim, antiga) or this tight paths and not so easy bases (xelnaga, crossfire). maps that combine both easy to defend expos and a map layout with many ramps and tight paths are just not playable for zerg.
Fuck this Game! ~IdrA
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 26 2012 16:34 GMT
#119
Because of the lack of airspace, there's also no room for medivac drops. Notice that? Even without airspace behind the mains, you can still do great harass with mutas. Check out the area behind the main that can hit both the main and the third. Interesting, isn't it? Did you also notice that pretty much every other map that has an easy to defend third is perfectly fine? Antiga Shipyard, Shakuras, Tal'Darim? And did you know that the map isn't actually tight at all? Do you see that the lowground areas have millions of angles for flanking? Did you check the rush distances? Do you know how many places there are you can counterattack from?
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 26 2012 20:46 GMT
#120
Article on the making of the map is out on ESFI World!
http://esfiworld.com/sc2/feature/making-esv-cloud-kingdom
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
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