◙ Three pairs of bridges connect central highgrounds. ◙ No Xel'naga Watch Towers. ◙ Many attack paths across the entire map. ◙ Dropeable high ground in front of the counterclockwise third bases. ◙ Siege tanks can shell away at you natural base from the lowground beware!
♦ Version 1.3 Added debris at the natural choke to make easier the walling off (my little experiment didn't work this time it seems :/ next time it is!) Slightly adjusted the high ground so it is not as strong.
♦ Version 1.2 Fixed a small about of pathing issues. Added Gameheart support Fixed areas where creep should not spread (underwater to keep your FPS stable) Expanded the "un-creep-able" areas around doodads that do not have a engulfment model when creeped to keep the overall theme of the map.
Just out of curiosity, is KTV a 1-man team or are there others along with you?
I like this map but, if circle syndrome is still ever an issue, it is in this map. It's also very standard, although it looks as nice as it ever does ^^
On June 23 2014 10:52 The_Templar wrote: Just out of curiosity, is KTV a 1-man team or are there others along with you?
It is not a team, it's just a tag, a friend long ago told me that it would be a good idea if all my maps had a tag, so people could find them faster, he was also the one that made me start making maps again after a looong hiatus.
On June 23 2014 10:52 The_Templar wrote:I like this map but, if circle syndrome is still ever an issue, it is in this map. It's also very standard, although it looks as nice as it ever does ^^
I try to avoid the circle syndrome for the most part, but for this map i wanted to play around a bit with it. The map itself is still very splitty tho. I'm worried about SH in the middle and how they could lock down a half of the map very easily, but i still want to see how this map develops, hence why i published it :b
On June 23 2014 11:03 moskonia wrote: Do the bridges retract?
Map looks stunning, with a good layout as well.
I'd really want to, but the whole trigger thing is pretty hairy, i'll try to work on that next week, i have lots of maps in the works (or re-works! like Xel'naga ashes and the textures of foxtrot) still and try to find the time for all (or at least some) of them is quite hard now days
On June 23 2014 15:21 ChopTheHassan wrote: Blink "all-ins" look like they would be really strong on this map.
They are certainty stronger than in other of my maps that's true, but the main is not as exposed as you may think, which makes the more exposed natural easier to defend, this is is also other of the reasons why i wanted to publish this particular map, because the map itself is clearly not on heavy rain or yeonsu levels of main exposition, but it doesn't completely denies blink all ins either. I want to see what happens.
On June 23 2014 15:21 ChopTheHassan wrote: Also, how does creep spread work across those bridges?
The bridges can't be engulfed by creep nor constructed upon, so no creep across the bridges, i don't want zerg to be able to control the middle as easily, because the layout can be very SH friendly once the players have taken their fourths in a clockwise fashion and if allow creep to be spread with ease i'll end up with a recipe for failure.
Glad you guys liked the map, i'm always insecure when publishing because i can't stop seeing my own flaws in the maps i make, but slowly and surely i'm fixing them :b
Guys also, new version! fixed quite a bit of issues with the creep where it would not spread to areas where it should and vice versa, i have also added Gameheart support to it and fixed some minor pathing issues, if any of you find a bug regarding creep or pathing let me know and i'll fix it asap.
On June 23 2014 19:28 IeZaeL wrote: how can you be so good T-T.
This map is amazing! It's one of the best ones I have seen in a while, that's for sure. The layout with that central high ground is really nice and unique, reminds me a bit of Cloud Kingdom. The aesthetics are beautiful as always. I agree that Blink is not excessively strong on this map, but it does allow for Blink play, which is nice I think. I don't know if it was a deliberate decision to make the bridge "creep-resistant" or it was necessary for some reason, but I don't think creep there would favour swarm hosts that much. In fact, I would say the layout itself doesn't really give the SH player an edge, since there are a lot of possible attack paths to circumvent them. Anyway, I would be really happy to see this map in the pool some time soon
Dude if neither foxtrot nor kamala make it to the ladder i'm going nuts. Once again, cool map from you . I really like all these large ramps in the middle, and even though i feel it can be splitty, i think there are too much pathways for it to be op for SH
Changes arriving! Only two this time, smallish but juicy. I added debris at the natural choke to make easier the walling off (my little experiment didn't work this time it seems :/ next time it is!), and slightly adjusted the high ground so it is not as strong. That's it, the map is uploaded to the four regions, it has gameheart attached and it's ready to be played, Enjoy.
On July 11 2014 09:46 Zode wrote: Is this a grassy versions of cloud kingdom? Aside from some high/low ground changes.
Cloud Kingdom? Other than the central highground and the corner bases the map does not have similarities with CK, guys i really want to know how do you come up with these similarities, that way i can stay the fuck away ^^
On July 11 2014 09:46 Zode wrote: Is this a grassy versions of cloud kingdom? Aside from some high/low ground changes.
Cloud Kingdom? Other than the central highground and the corner bases the map does not have similarities with CK, guys i really want to know how do you come up with these similarities, that way i can stay the fuck away ^^
I won't say to stay away from anything Cloud Kingdom does - the map was incredibly successful - just don't go into a map intending to lift things out of it, which you don't do as it is. People will say what they want, all you have to do with your maps - or any art really - is just be sincere. If something reminds someone of something else, so be it, but it should be clear that it came from you. That's all that matters.
On July 11 2014 09:46 Zode wrote: Is this a grassy versions of cloud kingdom? Aside from some high/low ground changes.
Cloud Kingdom? Other than the central highground and the corner bases the map does not have similarities with CK, guys i really want to know how do you come up with these similarities, that way i can stay the fuck away ^^
Most of the base positions are very similar to cloud kingdom, and the central high ground included seperating it all too. sure the 3rd is low ground compared ot high ground in cloud but honestly this map looks alot like cloud minus a few high/low ground differences like I originally said.
On July 11 2014 09:46 Zode wrote: Is this a grassy versions of cloud kingdom? Aside from some high/low ground changes.
Cloud Kingdom? Other than the central highground and the corner bases the map does not have similarities with CK, guys i really want to know how do you come up with these similarities, that way i can stay the fuck away ^^
I won't say to stay away from anything Cloud Kingdom does - the map was incredibly successful - just don't go into a map intending to lift things out of it, which you don't do as it is. People will say what they want, all you have to do with your maps - or any art really - is just be sincere. If something reminds someone of something else, so be it, but it should be clear that it came from you. That's all that matters.
I said it more as a joke tho, I'm happy when people compare my maps to others that they liked or that i consider to be good and solid, most of the time that's what i'm searching for in my maps, so i have no problems there ^^
On July 11 2014 09:46 Zode wrote: Is this a grassy versions of cloud kingdom? Aside from some high/low ground changes.
Cloud Kingdom? Other than the central highground and the corner bases the map does not have similarities with CK, guys i really want to know how do you come up with these similarities, that way i can stay the fuck away ^^
Most of the base positions are very similar to cloud kingdom, and the central high ground included seperating it all too. sure the 3rd is low ground compared ot high ground in cloud but honestly this map looks alot like cloud minus a few high/low ground differences like I originally said.
So as i said up, sorry if my previous post came badly, i was just messing around :/
Regarding the similarities, yes i can see them, not as much but definitely they are there, the thing with this map is that moving across the central highground is much harder than in cloud tho, much much harder, it's a similar principle that the one i used in the central ridge of Foxtrot, and that together with other changes makes the map behave quite differently from Cloud, specially regarding expansion patterns, the positions where fights happen and how they develop.
On July 12 2014 12:40 SidianTheBard wrote: I'm sick of all the dumb shits that compare this to Cloud Kingdom when it's not even close to cloud kingdom at all.
Imo is much better than your foxtrot map that is on ladder. WTB this replacing foxtrot! <3
On July 11 2014 09:46 Zode wrote: Is this a grassy versions of cloud kingdom? Aside from some high/low ground changes.
Cloud Kingdom? Other than the central highground and the corner bases the map does not have similarities with CK, guys i really want to know how do you come up with these similarities, that way i can stay the fuck away ^^
I won't say to stay away from anything Cloud Kingdom does - the map was incredibly successful - just don't go into a map intending to lift things out of it, which you don't do as it is. People will say what they want, all you have to do with your maps - or any art really - is just be sincere. If something reminds someone of something else, so be it, but it should be clear that it came from you. That's all that matters.
I said it more as a joke tho, I'm happy when people compare my maps to others that they liked or that i consider to be good and solid, most of the time that's what i'm searching for in my maps, so i have no problems there ^^
On July 11 2014 09:46 Zode wrote: Is this a grassy versions of cloud kingdom? Aside from some high/low ground changes.
Cloud Kingdom? Other than the central highground and the corner bases the map does not have similarities with CK, guys i really want to know how do you come up with these similarities, that way i can stay the fuck away ^^
Most of the base positions are very similar to cloud kingdom, and the central high ground included seperating it all too. sure the 3rd is low ground compared ot high ground in cloud but honestly this map looks alot like cloud minus a few high/low ground differences like I originally said.
So as i said up, sorry if my previous post came badly, i was just messing around :/
Regarding the similarities, yes i can see them, not as much but definitely they are there, the thing with this map is that moving across the central highground is much harder than in cloud tho, much much harder, it's a similar principle that the one i used in the central ridge of Foxtrot, and that together with other changes makes the map behave quite differently from Cloud, specially regarding expansion patterns, the positions where fights happen and how they develop.
With a non creepable middle and low ground 3rd it'll definitely open up the map vs zerg and make taking that 3rd harder to defend. Although getting the 3rd probable means the 4th is easier to take then cloud and much easier to defend with no ridge behind mineral line to abuse.
Not a big fan of foxtrot on the ladder, typically I only get zvz and it's a 4player map... so you know.... yolo. Much rather a map like this as I liked cloud kingdom and 2player maps.
EDIT: Noticed there's a pathway behind the 4th, but it's unlikely colossus or tanks are ever going to be there to deny mining like in wol cloudkingdom lols.
On July 13 2014 08:34 Zode wrote: With a non creepable middle and low ground 3rd it'll definitely open up the map vs zerg and make taking that 3rd harder to defend. Although getting the 3rd probable means the 4th is easier to take then cloud and much easier to defend with no ridge behind mineral line to abuse.
For this i do not know if you mean the clockwise expansion pattern or the counterclockwise :s
On July 13 2014 08:34 Zode wrote: Not a big fan of foxtrot on the ladder, typically I only get zvz and it's a 4player map... so you know.... yolo. Much rather a map like this as I liked cloud kingdom and 2player maps.
So does many other people, the thing is that Blizzard wanted four player maps, they said so in the OP of the TLMC, they also were searching for maps that encouraged the Meta to develop in interesting ways, i delivered :b
On July 13 2014 08:34 Zode wrote: EDIT: Noticed there's a pathway behind the 4th, but it's unlikely colossus or tanks are ever going to be there to deny mining like in wol cloudkingdom lols.
That's the thing, the highground does not behave like in cloud kingdom, many other features also make the map not behave like CK even if they look to be similar.