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.
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.
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.
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?
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).
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.
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.
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.
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.
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
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.
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.