Korhal Carnage Knockout is designed to be a 1v1 melee map but can also be a fun team play or FFA map. With 8 different spawn locations it will always keep the game fresh and interesting. Close spawns are disabled (4 closest adjacent spawns) which gives you plenty of time to react to your opponent. While there isn't a whole lot in the middle, the gold base and the extremely powerful watchtowers will always be forcing players into the middle rather than just hugging the outside of the map.
Map Info Map Size: 158x154 Spawns: 8 Watchtowers: 4 Bases: 12 Regular, 1 Gold. Uploaded: NA, EU & KR
Rush Distances Main to Main (Close): 39sec Main to Main (Middle): 43sec Main to Main (Far): 46sec Not going to bother with Nat to Nat since you always have a farther or closer nat to expand to.
Concerns: Honestly the only concerns I have with this map are that early speedling openings in ZvP and Blink All-ins in PvT might be a little too strong. It might force certain races to always get units out earlier to knock down the rocks faster, which could put them behind economically.
Saw this in the TLMC thread and it still looks great. The possible spawn locations are different for FFA though, right? Like, 1/4/7/10 o'clock? I can't quite see that work out but of course FFA is special, so who knows.
On April 07 2014 00:21 And G wrote: Saw this in the TLMC thread and it still looks great. The possible spawn locations are different for FFA though, right? Like, 1/4/7/10 o'clock? I can't quite see that work out but of course FFA is special, so who knows.
I could do that, but currently with FFA every spawn is just opened up. Spawning back to back could be rough but /shrug, it's FFA, so why not.
This is very neat. Though I would recommend making it mirror spawn only, as it can get quickly confusing as to were you opponent is. In your spawn example picture, mirror spawn would have the opponent spawn in the 'middle' marked position.
On April 07 2014 06:16 Timetwister22 wrote: This is very neat. Though I would recommend making it mirror spawn only, as it can get quickly confusing as to were you opponent is. In your spawn example picture, mirror spawn would have the opponent spawn in the 'middle' marked position.
I think that's silly. The cool part of the spawn positions that are enabled is that each one is a different type of symmetry, but there's no asymmetry between the two players either. That's probably the only good thing about this very restrictive type of symmetry, I wouldn't take that away.
On April 07 2014 06:16 Timetwister22 wrote: This is very neat. Though I would recommend making it mirror spawn only, as it can get quickly confusing as to were you opponent is. In your spawn example picture, mirror spawn would have the opponent spawn in the 'middle' marked position.
I think that's silly. The cool part of the spawn positions that are enabled is that each one is a different type of symmetry, but there's no asymmetry between the two players either. That's probably the only good thing about this very restrictive type of symmetry, I wouldn't take that away.
Concerns: Honestly the only concerns I have with this map are that early speedling openings in ZvP and Blink All-ins in PvT might be a little too strong. It might force certain races to always get units out earlier to knock down the rocks faster, which could put them behind economically.
Yeah, I have no clue how ZvP and ZvZ openings on this map would look like. Also hellions being able to come from either side might be problematic. In general: you will be forced to produce units, but those units don't "equalize" by putting on pressure, but they have to kill rocks.
And I have a huge concern about Sentry/Immortal on this map, or any Protoss push with Sentries against Zerg in general:
Late Edit: But as I have said already in the TLMC thread, I love the innovative style and hope it turns out playable despite all my concerns! (just nerf sentry/immortal and blink rushes already so we can have such awesome maps around ).
I agree with Big J. Could you possibly make the mains a little smaller and the low ground expos a little larger so the map is not so totally defined by its chokes?
Rocks leading up don't really help stop that push by much.
You can push the low ground expos out towards the corners more. and convert the extra space in the main into some more space for the low ground expo. Will help make it easier to hold those low ground expos.
Appreciate the feedback everybody! I'll be mess around with the map a little bit in the next couple days and see if I can work on some of the chokes a bit. Sentry play could very well be too strong as well...assuming the protoss doesn't get speedling rushed beforehand haha.
Either way, I'll try to give an update by the end of this week / over the weekend when I get some more free time to work on it.
We waited so long to get a 2 year old map? FUCK. YOU. BLIZZARD. Or at least the team which is responsible for the maps my god just let Teamliquid or Kespa manage the mappool.