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Active: 1671 users

[M] [4] Khor-shakal Rooftop

Forum Index > SC2 Maps & Custom Games
Post a Reply
Heney
Profile Joined December 2011
Canada19 Posts
Last Edited: 2011-12-15 18:34:08
December 15 2011 08:51 GMT
#1
Khor-shakal Rooftop - Version 2.2
Made by: Heney
Published on: <[NA]>

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Playable Bounds:
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<178x180>

Rush distances seem to be very long but if you look from natural to natural the rush distances are average, and with the flow of the map it seems to work in the few games I have played.

Summary
This is my first map, any criticism is welcome. Thanks a lot.
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Terrain Only
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Buildable
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Openness
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Influence 7-4
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Influence 1-11
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Bases
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Shortest Paths
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Angled Overview
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Edit: Removed rocks to middle to reduce rush distance. Added Shortest Path.
KoBlades
Profile Joined April 2011
Austria248 Posts
December 15 2011 11:25 GMT
#2
it seems to me that zerg would be very hard to play on this map, there are next to no open spaces, only these little paths, so many chokes. it would force me to get a lot of mutas which might be pretty good here. thinking about a protoss death ball makes me sad here ^^ also what are all the xelnagas for? only the one in the middle is really useful imo
but the aesthetics are nice for this kind of tile set i guess^^
"What do you know about fear?" -"Everything."
Duvon
Profile Joined October 2011
Sweden2360 Posts
December 15 2011 14:39 GMT
#3
On December 15 2011 20:25 KoBlades wrote:
it seems to me that zerg would be very hard to play on this map, there are next to no open spaces, only these little paths, so many chokes. it would force me to get a lot of mutas which might be pretty good here. thinking about a protoss death ball makes me sad here ^^ also what are all the xelnagas for? only the one in the middle is really useful imo
but the aesthetics are nice for this kind of tile set i guess^^

Considering how huge the map is, I think zerg'll be quite fine. The main ramp is 3 (if not 4?) ramp units wide, and few important chokes are smaller than that..
Nothing is impossible, only some things for some people.
Timetwister22
Profile Joined March 2011
United States538 Posts
December 15 2011 14:55 GMT
#4
The map is huge, chokey, but the fourth are super far away. The nearest 4th being the golds, I'm not sure how zerg would play on this map. What I do know however is that protoss and terran would be forced into 3 base play. Macro games are really out of the question here.
Former ESV Mapmaker | @Timetwister22
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 15 2011 15:14 GMT
#5
Huge and with a double or triple ramp to the main?
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Heney
Profile Joined December 2011
Canada19 Posts
Last Edited: 2011-12-15 18:38:57
December 15 2011 17:56 GMT
#6

it seems to me that zerg would be very hard to play on this map, there are next to no open spaces, only these little paths, so many chokes.


I feel with how big the map is an how mobile Zerg armies, along with the constant effects of high ground, diminish the effectiveness of a lot of the chokes. Saying that I do see alot more chokes then open ground, would it be effective to;
1. remove the "T" shaped indents near the third, this allowing me to move the "arrow" platform over slightly giving a slightly more open feel. near that expansion
2. increase the width of the entrances into the middle maybe not all the way down but tapper it out as it gets closer to the center?

also what are all the xelnagas for? only the one in the middle is really useful imo
but the aesthetics are nice for this kind of tile set i guess^^


The Towers around the outside are for vision of the main chokes into each persons base, as many people have said it is a large map, i feel that many armies would destroy a base almost completely before an enemy army could return from across the map, these towers can a lot of the time act as a warning beacon well an enemy army is still a little bit away form your base, allowing you to retreat.

The map is huge, chokey, but the fourth are super far away. The nearest 4th being the golds, I'm not sure how zerg would play on this map.


The fourths were moved from beside the towers on the perimeter of the map, in the now open hole of nothingness. Would they be better there?

I put them in the center to incorporate the middle into play more, making it so you need to hold the middle to defend your gold Expansion,

Not only did i want to bring the middle into play I felt like if the golds were beside the towers they would be to easily defended.


What I do know however is that protoss and terran would be forced into 3 base play. Macro games are really out of the question here.


Could you expand more on what you mean? (Yes.... its a noob thing to ask haha)

Huge and with a double or triple ramp to the main?


With it being huge the rush distance is longer then usual, the larger ramps still allow for a rush because it takes longer to block off, I thought this would be a good idea to not eliminate the rush as much from early game?

Edit x2: Hit update instead of preview when my quotes were messed up.

Edit: Was also thinking if I removed the large platform with the rock in the middle of it and moved the "Arrow" platform in about the same position as the aforementioned platform it will really open up the map.
Timetwister22
Profile Joined March 2011
United States538 Posts
December 15 2011 20:22 GMT
#7
This forces Terran and especially protoss into 3 base play because of the immobility of their armies. It would be too hard to defend more than 3 bases without losing a base....or the game. Simply put, the map is too big. The max size for a 1v1 melee map should be 150x150, even for a four player map. Thus, when you start off making a map, just go ahead and make the map size 150x150 before you even lay a mineral patch. I have found this to be very helpful with sizing issues.

Former ESV Mapmaker | @Timetwister22
Heney
Profile Joined December 2011
Canada19 Posts
December 15 2011 20:30 GMT
#8
Awesome thanks for the explanation, I think ill start on a new map today, i have also looked at a lot of the maps in the recent contest and see the many flaws with mine.

Thanks to everyone who gave me input on this map.
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