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[M] (8) Korhal Carnage Knockout

Forum Index > SC2 Maps & Custom Games
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SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2014-04-06 15:17:53
April 06 2014 15:14 GMT
#1

[image loading]

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.

[image loading]

Angled Overview:
+ Show Spoiler +

[image loading]


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.

Possible Spawn Locations:
+ Show Spoiler +

[image loading]


Bases:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Middle:
+ Show Spoiler +

[image loading]


Towers:
+ Show Spoiler +

[image loading]

[image loading]


Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


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.

As always, any and all feedback is appreciated!
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.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-04-06 15:23:02
April 06 2014 15:21 GMT
#2
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.
not a community mapmaker
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 06 2014 15:46 GMT
#3
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.
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.
Quakecomm
Profile Joined April 2012
United States344 Posts
April 06 2014 16:52 GMT
#4
I like it a lot
I guess the circle map concept is becoming popular
gorkey island is the only good map
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-04-06 20:49:22
April 06 2014 20:46 GMT
#5
Wait, you mean you can play an FFA on this with eight players?

... what an aptly chosen name.
not a community mapmaker
Timetwister22
Profile Joined March 2011
United States538 Posts
April 06 2014 21:16 GMT
#6
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.
Former ESV Mapmaker | @Timetwister22
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-04-07 01:59:23
April 07 2014 01:58 GMT
#7
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.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 07 2014 04:29 GMT
#8
On April 07 2014 10:58 NewSunshine wrote:
Show nested quote +
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.

Also, since when do we cater to casuals?
Comprehensive strategic intention: DNE
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-04-08 15:10:23
April 07 2014 16:28 GMT
#9
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:
[image loading]


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 ).
Isarios
Profile Joined March 2014
United States153 Posts
April 07 2014 22:50 GMT
#10
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.

This map is just very choky.
Blahhh
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 08 2014 02:07 GMT
#11
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.

Thanks all! <3
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.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
April 13 2014 04:11 GMT
#12
Why natural geysers? The mechanical ones would make a lot more sense for the high ground bases.
vibeo gane,
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 13 2014 04:25 GMT
#13
On April 13 2014 13:11 -NegativeZero- wrote:
Why natural geysers? The mechanical ones would make a lot more sense for the high ground bases.


errr...

Ya know....that's a good point lol.
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.
ZeromuS
Profile Blog Joined October 2010
Canada13387 Posts
April 21 2014 14:58 GMT
#14
This map looks like it would be STUPID AMAZING fun as a BGH FFA map or BGH 2v2v2v2
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
JessicaSc2
Profile Joined February 2014
Poland123 Posts
April 21 2014 15:51 GMT
#15
This map is really cool. I want it on ladder (1v1)
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
March 11 2016 19:07 GMT
#16
On April 22 2014 00:51 JessicaSc2 wrote:
This map is really cool. I want it on ladder (1v1)

2 years later but I think you got your wish
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Musicus
Profile Joined August 2011
Germany23576 Posts
March 11 2016 19:40 GMT
#17
Holy shit, so crazy that this map got in after 2 years. Congrats!
Maru and Serral are probably top 5.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
March 11 2016 19:50 GMT
#18
This map is interesting and all, but I don't see how Protoss can ever win against a speedling opening.
Aggression1
Profile Joined July 2014
Denmark16 Posts
March 11 2016 20:31 GMT
#19
Can't wall it off with depot barracks depot, vetoed for life.
Spleydi
Profile Joined February 2014
Switzerland20 Posts
March 11 2016 20:38 GMT
#20
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.
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 States10666 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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