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KeSPA Korhal Floating Island

Forum Index > SC2 Maps & Custom Games
Post a Reply
LS
Profile Joined March 2011
Korea (South)145 Posts
April 10 2013 06:42 GMT
#1
[image loading]

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[image loading]

KeSPA Korhal Floating Island
Created by Lunatic Sounds
Presented by KeSPA
Playable 136*

Lunatic Sounds's Map Thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=405231
Team CruX - http://teamcrux.tistory.com/
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
Last Edited: 2013-04-10 07:00:44
April 10 2013 06:59 GMT
#2
Basiclly a map where you open Oracle/cloaked banchee 100% because the mineral line for the natural is close to you (meaning most people will take one of the down ramp bases).

Ability to seal off the base with rocks i also do not like.

edit: didn't notice start points in the top right and bottem left. If the players draw those two for spawns I like this map.
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
KingCorwin
Profile Joined February 2013
United States134 Posts
April 10 2013 09:49 GMT
#3
Is this force cross? The aesthetics are A+ though!
Corwin#12780
PixelNite
Profile Joined August 2011
France1008 Posts
April 10 2013 12:06 GMT
#4
2 maps in one, amazingly done.

On April 10 2013 18:49 KingCorwin wrote:
Is this force cross? The aesthetics are A+ though!


Yes it is
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 10 2013 17:20 GMT
#5
IMO, the best Kespa map so far.
SC2 Mapmaker
WedRine
Profile Joined March 2013
Denmark64 Posts
April 10 2013 17:45 GMT
#6
On April 10 2013 15:59 Orcasgt24 wrote:
Basiclly a map where you open Oracle/cloaked banchee 100% because the mineral line for the natural is close to you (meaning most people will take one of the down ramp bases).

Ability to seal off the base with rocks i also do not like.

edit: didn't notice start points in the top right and bottom left. If the players draw those two for spawns I like this map.


even if people draw the top left and bottom right spawns, notice how much space there is behind the mineral line at the nat, it will make it so easy to defend against air harrasment, also in this case banshee or oracle or what ever cant swing back and forth between main and nat as easily as on more standard layed out maps.
Mike Kilo Papa!
Fatam
Profile Joined June 2012
1986 Posts
April 10 2013 20:19 GMT
#7
Aesthetics are pretty awesome. Only part of them I don't understand is the horde symbol in the middle (world of warcraft symbol makes no sense here)

I think the map would be better if it was a 2p map with only the top left / bottom right spawns, since the other spawns are quite average/boring.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 10 2013 21:19 GMT
#8
Having the different spawns is actually awesome for the KeSpa format. I would imagine that certain races will like certain spawns better... but we don't know what the spawns will be! It kind of eliminates the pressure teams might feel to field certain races on certain maps all the time.
~ ~ <°)))><~ ~ ~
DBS
Profile Joined July 2012
515 Posts
April 10 2013 21:23 GMT
#9
So, how does toss hold off a 6 pol w/ top left/ bottom right spawns?

Just seems like it is nearly impossible
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-04-10 22:59:08
April 10 2013 22:09 GMT
#10
On April 11 2013 06:23 DBS wrote:
So, how does toss hold off a 6 pol w/ top left/ bottom right spawns?

Just seems like it is nearly impossible


Wouldn't the defense be the same as always?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Fatam
Profile Joined June 2012
1986 Posts
April 10 2013 23:13 GMT
#11
On April 11 2013 06:19 TheFish7 wrote:
Having the different spawns is actually awesome for the KeSpa format. I would imagine that certain races will like certain spawns better... but we don't know what the spawns will be! It kind of eliminates the pressure teams might feel to field certain races on certain maps all the time.


Hmm pretty interesting point. Didn't consider that before.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 11 2013 01:05 GMT
#12
It also reduces it to luck rather than strategy though. Let's assume for example that close air is protoss favoured, you pick a protoss player, they gamble on the other spawn and pick a Terran so you have a PvT. Then the RNG determines who is favoured rather than strategy and mind games.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
GameHeart
Profile Blog Joined February 2012
286 Posts
April 11 2013 02:27 GMT
#13
LS I would love to have the opportunity to offer this and the other KESPA maps with the GameHeart overlay.
Gameheart
Caladan
Profile Joined May 2008
Germany1238 Posts
April 11 2013 02:59 GMT
#14
Such a great map.
Really like it!
Whitewing
Profile Joined October 2010
United States7483 Posts
April 11 2013 04:06 GMT
#15
On April 11 2013 06:23 DBS wrote:
So, how does toss hold off a 6 pol w/ top left/ bottom right spawns?

Just seems like it is nearly impossible


6 pool is just about as easy to defend as it's always been. Later but still early pools might be scary though.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Fatam
Profile Joined June 2012
1986 Posts
April 11 2013 04:47 GMT
#16
I feel like a 9 or 10 pool where you drone scout to see which entrance he walled off so you don't send your lings the wrong way.. would be really hard to stop. If he tries to somehow wall off the 2nd entrance as well, you could probably stall it long enough with your drone scout getting in the way. Would have to see it played out to be sure though.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Candino
Profile Joined August 2011
Russian Federation26 Posts
June 12 2013 21:47 GMT
#17
Guys, pls explain how to counter 6/10 pool here with terran? I can't wall of even with barack --> cc
More GG, more skill!!!
algue
Profile Joined July 2011
France1436 Posts
June 12 2013 23:32 GMT
#18
On June 13 2013 06:47 Candino wrote:
Guys, pls explain how to counter 6/10 pool here with terran? I can't wall of even with barack --> cc


The same way you counter 6 pool on every map since there isn't many 2 players maps were you can wall entirely before the lings come in you base.
rly ?
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