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Wouldn't decreasing the deadspace between the middle ramp and the rock ramp also help alleviate that weakness (power of middle bases)? I really like the current OP version. The current 'working on' version could possibly have mains retracted a little from the lowground below the thirds?
Also, aren't pylons above the rocks very safe, considering the very long distance to run around. I'm thinking mainly about WG at 7:30-or so PvZ builds.
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On June 07 2012 11:22 PandaZerg wrote:love it! Your best one imo! If all 4 positions are activated, did you already think to put destructible rocks there (red lines)? it might help when players spawn in close position. + Show Spoiler +
You're looking at the wrong image. look at the pic on page 2.... just a few posts above this one.
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Pretty Cool Desing!! Good Job! Balance looks like good too. Like it! :D
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haha Should be better like this 
First version had a more unique design. I prefer by far the older version, but newer is not bad either.
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I like this map a lot. Great textures and aesthetics, and looks fun to play on. I'll be trying it asap.
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Khaydaria 0.3 now published! The Overview in the OP is updated with its current published version.
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I love it. The architecture is original and intricate. The naturals are fine, the choice between two thirds is nice, hence the forth is quite easy to take. I imagine myself in fights not in the center of the map but rather along the "sides" that seem to be more moutainous and that interests me.
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Khaydaria 0.3 Changes: 6/8/12
1) Main bases slightly trimmed off near the naturals.
2) Main base ramps now moved 1x closer to the natural ramp to avoid the long distance to wall off your natural.
3) All center bases are now on high ground pods, and feature 6m1hyg.
4) All center bases contain destructible rocks to disable close spawn dirtiness. For one, they force players (in close spawn) to use the center of the map for traveling, rushing, etc. Secondly, the rocks can be broken down to open up additional safe passage to a new cluster of bases on your half of the map.
*Overview, screenshots, analyzer, and description are updated in the OP.
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I have to say I liked the original way more. It was a truly unique design.
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On June 09 2012 01:47 a176 wrote: I have to say I liked the original way more. It was a truly unique design. Me too. The original had something similar to Scars of Aiur, in that it was just a really cool design, now I feel it's slightly less so. It's still a good map, but I feel that original uniqueness is gone.
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It was changed for balance reasons.
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Map now re-uploaded as ESV Khaydaria on all servers, and is said to be included in next season's ESV Korean Weekly!
Can a mod/admin change the title to the following:
[M] (4) ESV Khaydaria by IronManSC
Thanks!
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Hmm... I rally love the aesthetics of this map, in fact I'll go ahead and say that it's one of the nicest-looking SC2 maps I've seen in a really long time.
My only concern with this map is that in the late game, you can hold a lot of bases easily. Perhaps for the rocks at the logical fourth, have them only 80% blocking the path, kind of like on Daybreak of Cloud. As for the radial symmetry, it isn't perfect but it is definitely a huge improvement from Antiga. I can see multiple logical bases that one can take as a nice third.
Overall, I have to say that I really like this map.
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On June 09 2012 01:59 NewSunshine wrote:Show nested quote +On June 09 2012 01:47 a176 wrote: I have to say I liked the original way more. It was a truly unique design. Me too. The original had something similar to Scars of Aiur, in that it was just a really cool design, now I feel it's slightly less so. It's still a good map, but I feel that original uniqueness is gone.
I have to agree. Infact the ESV chat got in an argument over whether or not we need to push innovation (and in what way) over this map. Even though it pissed some people off, it needed to be brought up :p
Personally I think the new version of this map isn't as interesting as the previous versions. It kinda loses my interest because I just don't see it being very fun to play. It doesn't really do anythign in the way of making sc2 better or more fun to watch imo- I advocate for trying new things. For the sake of giving examples, I think we can experiment with eggs, islands, mineral blocks, backdoors, asymmetry (or new symmetry), dark templars blocking pathways, XelNaga Towers inaccessible by ground, cliffs at expansions, etc.
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THANKS FOR UR CONTRIBUTION
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I really love the changes ! Great job ! I hope you will stream soon , I'm always looking for your stream but never find it live  What are your streaming schedule ?
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Looks amazing and well balanced for a rotationally symmetric map. Attack paths early game feel a bit constricted, but you can't change any of it without really overthrowing the map design (imo) and I guess you might as well make a whole different map then ^^;
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Map was played on for the first time in the ESV Korean Weekly last night! It was a ZvZ between Freaky and Life. It was fantastic =) Hope to see more! Thanks so much for all the testing and feedback given guys. So far so good.
EDIT- Can a mod/admin change the title to the following:
[M] (4) ESV Khaydaria by IronManSC
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On June 13 2012 08:17 IronManSC wrote: Map was played on for the first time in the ESV Korean Weekly last night! It was a ZvZ between Freaky and Life. It was fantastic =) Hope to see more! Thanks so much for all the testing and feedback given guys. So far so good.
EDIT- Can a mod/admin change the title to the following:
[M] (4) ESV Khaydaria by IronManSC
Don't you have to PM the admins? That's what I did - it's way quicker.
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