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[M] (8) Korhal Carnage Knockout - Page 2

Forum Index > SC2 Maps & Custom Games
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Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
March 11 2016 20:56 GMT
#21
can we not?
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Avexyli
Profile Blog Joined April 2014
United States694 Posts
March 11 2016 21:33 GMT
#22
The bloom lighting is really.. bad on the eyes. If the spawns were locked to be horizontal/vertical from eachother it'd be.. okay. But there's so few bases, I have no idea how this map would really work in Legacy.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
Ingvar
Profile Joined April 2015
Russian Federation421 Posts
March 11 2016 22:14 GMT
#23
Since Sidian is not here, I'll repost his newer version of this map that he posted in Community Feedback thread:[image loading]
MMA | Life | Classic | Happy | Team Empire | Team Spirit
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 11 2016 22:21 GMT
#24
Whoops, TY Ingvar! Yeah, basically same map except rocks between the close bases and you should only be able to spawn in opposite quadrants. So basically northwest vs southeast & northeast vs southwest.

As for aesthetics, I'd imagine blizzard will do some updates to it to bring it up to LOTV standards since it's actually still using HOTS textures/lighting.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Clonester
Profile Joined August 2014
Germany2808 Posts
March 11 2016 22:24 GMT
#25
On March 12 2016 07:21 SidianTheBard wrote:
Whoops, TY Ingvar! Yeah, basically same map except rocks between the close bases and you should only be able to spawn in opposite quadrants. So basically northwest vs southeast & northeast vs southwest.

As for aesthetics, I'd imagine blizzard will do some updates to it to bring it up to LOTV standards since it's actually still using HOTS textures/lighting.


Will you do something against liberator-tank harass?
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 11 2016 22:31 GMT
#26
On March 12 2016 07:24 Clonester wrote:
Show nested quote +
On March 12 2016 07:21 SidianTheBard wrote:
Whoops, TY Ingvar! Yeah, basically same map except rocks between the close bases and you should only be able to spawn in opposite quadrants. So basically northwest vs southeast & northeast vs southwest.

As for aesthetics, I'd imagine blizzard will do some updates to it to bring it up to LOTV standards since it's actually still using HOTS textures/lighting.


Will you do something against liberator-tank harass?

Well he can change his own version, but Blizzard has their own version of the map which will probably not be updated in the same way Sidian updates his (or at all).
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 11 2016 22:36 GMT
#27
On March 12 2016 07:24 Clonester wrote:

Will you do something against liberator-tank harass?


Pretty much what Uvantak said. It's for the most part out of my hands now. You could easily just move the mineral lines a few hexes over to be out of range of siege tanks from the opposite side and then they would no longer be a problem. I'm hoping Blizzard does that change as well.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Fatam
Profile Joined June 2012
1986 Posts
March 12 2016 05:23 GMT
#28
Grats! I'm not absolutely over the moon for this map but it is a pretty cool one and certainly an upgrade our current situation. I can't see any obvious problems if they just slide the main mineral lines a bit inward as has been mentioned.

The only thing I don't like is the new version you don't have optional nats anymore. Which may have been a necessary change for balance, but damn. Certainly cuts down on the ways the map can play out by a lot.
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
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
March 12 2016 06:03 GMT
#29
This map seems fun, but I am concerned about 2 things:
1) Apparently tanks can reach mineral lines when sieged
2) Map bloom and colors are really really weird. I hope Blizzard makes some edits so it looks better.
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
March 12 2016 06:46 GMT
#30
Hot design. I've always been a fan of maps that allow me to expand into unoccupied mains as my 3rd/4th, and this map does exactly that. Repeatedly. Also a cool concept in itself since you can play from 8 different rotations.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
klup
Profile Joined May 2013
France612 Posts
March 12 2016 14:54 GMT
#31
somewhere Dustin Browder is a happy man
Fatam
Profile Joined June 2012
1986 Posts
March 12 2016 20:27 GMT
#32
If I'm understanding correctly I believe there's only 2 actual distinct setups here (of course there's many ways to spawn, but they are just one of the 2 possible setups, rotated). e.g. if you spawned at the 6:30 o'clock then your opponent could only be at 12:30 or 2:30
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
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2016-03-13 02:38:26
March 13 2016 02:31 GMT
#33
On March 13 2016 05:27 Fatam wrote:
If I'm understanding correctly I believe there's only 2 actual distinct setups here (of course there's many ways to spawn, but they are just one of the 2 possible setups, rotated). e.g. if you spawned at the 6:30 o'clock then your opponent could only be at 12:30 or 2:30


That is correct. With the added rocks I changed up the spawning system, it use to be the two closest spawns you couldn't spawn at so there was "Technically" 3 spots available.

Now, it's basically separate the three bases into different quadrants. So, northwest, northeast, southwest & southeast. It then becomes Northwest vs Southeast or Northeast vs Southwest.

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
March 13 2016 16:14 GMT
#34
This map looks amazing!
AKA: TelecoM[WHITE] Protoss fighting
opisska
Profile Blog Joined February 2011
Poland8852 Posts
Last Edited: 2016-03-16 20:51:51
March 13 2016 17:28 GMT
#35
I don't know how I feel about this. Has anyone ever played lategame LotV on this map? There just aren't enough bases that you can reasonably take. Rocks are essentially removed from the game 10 minutes in, because they evaporate in seconds. Nobody is gonna hold a base on a platform already occupied by the enemy. Making a base downramp from an enemy base is also insane. Thus there are essentially 5 bases per player (+ the weird central gold) - which is really discouraging people from playing for a long game, because the moment you mine out 3 bases, any economic disadvantage you might have had is removed. On the other hand, the 5-base fortress can be secures pretty tightly apart from air access. So I predict early game this will just be a less absurd Ulrena as both players will be eyeing to end the game soon and if noone is successful, it will turn either into air-air or a game of starvation where the best action is not to attack ever. Essentially, this is a map that does everything to stop LotV from bein LotV.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
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