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[M] (2) Korhal Nightmare

Forum Index > SC2 Maps & Custom Games
Post a Reply
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 19 2013 14:51 GMT
#1
Korhal Nightmare

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Fog doesn't show up on overview. ;;;;

Uploaded On: [EU] [NA] [SEA] [KR] [CH]

Images:
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Statistics:
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Absolute Bounds: 152x152
Playable Bounds: 136x136
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Coppermantis
Profile Joined June 2012
United States845 Posts
July 19 2013 21:40 GMT
#2
The third looks like it would be very vulnerable to attacks from the base directly above it. Perhaps too much so. Otherwise, I like it.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 19 2013 22:15 GMT
#3
On July 20 2013 06:40 Coppermantis wrote:
The third looks like it would be very vulnerable to attacks from the base directly above it. Perhaps too much so. Otherwise, I like it.


That's the trade-off between that and the other third. If you take the other one it's easier to defend but further away. The forward one is (a) closer so better for strategies like mech which are slow and immobile and (b) more open and better for zerg players, but it comes with the cost of having to defend the cliff above it. Although, given that the entrance to the above cliff is very tight, you can defend it with a relatively small number of units.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 19 2013 23:06 GMT
#4
We need more psychodelic maps
MrSunny
Profile Joined September 2011
Australia73 Posts
July 20 2013 00:30 GMT
#5
I love the aesthetics, original and really well done, but the layout seems like it was really unplanned.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 20 2013 13:09 GMT
#6
On July 20 2013 09:30 MrSunny wrote:
I love the aesthetics, original and really well done, but the layout seems like it was really unplanned.


In what way?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
MrSunny
Profile Joined September 2011
Australia73 Posts
July 20 2013 14:48 GMT
#7
Well, to me it looks like you made the 3 high ground bases first, and than sort of just free styled the map from that point on-wards, which isn't really a bad thing, just in this case i feel it didn't work out very well. None of the bases really seem to be in well thought-out positions.

In terms of game play, i feel that the watch tower high grounds are really strange. If an aggressor was to capture this position on the oppositions side, he becomes in control of practically the entire map. Perhaps this was a feature you were going for, and maybe you might say that the player just need to have army control over his respective tower, but if that is the case why even have the passage between the main cliff and the watchtower.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 21 2013 22:40 GMT
#8
On July 20 2013 23:48 MrSunny wrote:
In terms of game play, i feel that the watch tower high grounds are really strange. If an aggressor was to capture this position on the oppositions side, he becomes in control of practically the entire map. Perhaps this was a feature you were going for, and maybe you might say that the player just need to have army control over his respective tower, but if that is the case why even have the passage between the main cliff and the watchtower.


Umm, no the towers don't give you control of the entire map. They cut off the path to the close-by-air third but they don't even cut in to the path to the other third at all. They're easy to walk around and if your opponent puts their entire army there then they are massively vulnerable to counterattacks.

And if you don't like the layout that's fine, but please give more comments than "you didn't think about the layout" because I assure you I did.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
MrSunny
Profile Joined September 2011
Australia73 Posts
July 22 2013 02:07 GMT
#9
Control the watchtower and control the map. Watch tower and high ground advantage right on your opponents door step is too much. The defending player has no chance at defending the high ground third, and the low ground third is too open, and too close to the watchtower ramp. Counter attacks are unlikely, because the defending players army is easily flanked on their way to the opponents base.

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Qwyn
Profile Blog Joined December 2010
United States2781 Posts
July 22 2013 04:16 GMT
#10
This texture set is so trippy, rofl. I like the custom word decals!
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
July 22 2013 10:35 GMT
#11
On July 22 2013 11:07 MrSunny wrote:
Control the watchtower and control the map. Watch tower and high ground advantage right on your opponents door step is too much. The defending player has no chance at defending the high ground third, and the low ground third is too open, and too close to the watchtower ramp. Counter attacks are unlikely, because the defending players army is easily flanked on their way to the opponents base.


So you're talking about PvT? lolwhat? If a protoss sits their army on that tower then their bases get dropped until either they die or they go home. Protoss can't sit on that tower in PvT for more than a couple of minutes, and if they do then they don't have enough army to roflstomp the terran, especially since they can be flanked on 3 sides up there.

Further, any army up there, regardless of race, can't attack down the ramp in to the concave at the low ground third without the defender having a massive advantage. Given you can't even see very far down the ramp with the tower, it's just the same as attacking in to any other position on any other map. With good preparation, the defender has a massive advantage.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
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