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[M] (2) KTV Chaac Marshes

Forum Index > SC2 Maps & Custom Games
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Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-07-10 01:30:52
June 23 2014 01:48 GMT
#1
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It is coming! Finally Hossin is coming! And what better way to commemorate the arrival of the new continent than with a new cool swampy map?!

Behold! Chaac Marshes!


Map is published in:
[AM],[EU],[KR],[SEA]


This map is GameHeart ready.


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Overview:


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90º Overview

+ Show Spoiler +

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Old Overviews

+ Show Spoiler +
♦ Version 1.2
70º Overview

+ Show Spoiler +

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90º Overview

+ Show Spoiler +

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Information/Analyser:

+ Show Spoiler +

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Eye Candy:

+ Show Spoiler [Lots of pictures beware! Slightly outd…] +

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Small info about the map:


+ Show Spoiler +


◙ 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!


Changelog

+ Show Spoiler +
♦ 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.

♦ Version 1.1
Published.
@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.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 23 2014 01:52 GMT
#2
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 ^^
ModeratorI am still alive, somehow
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
June 23 2014 02:03 GMT
#3
Do the bridges retract?

Map looks stunning, with a good layout as well.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
June 23 2014 02:36 GMT
#4
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

@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.
ChopTheHassan
Profile Joined June 2014
35 Posts
June 23 2014 06:21 GMT
#5
Blink "all-ins" look like they would be really strong on this map. Also, how does creep spread work across those bridges?
HassanChop/
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
June 23 2014 07:01 GMT
#6
Great aesthetics as usual!
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
IeZaeL
Profile Joined July 2012
Italy991 Posts
June 23 2014 10:28 GMT
#7
how can you be so good T-T.
Author of Coda and Eastwatch.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
June 23 2014 16:17 GMT
#8
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.

Idem T-T.
@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.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
June 23 2014 19:21 GMT
#9
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
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
IeZaeL
Profile Joined July 2012
Italy991 Posts
June 23 2014 22:06 GMT
#10
Inb4 kantuva gonna make entire ladder map pool. Calling it.
Author of Coda and Eastwatch.
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 23 2014 22:54 GMT
#11
On June 24 2014 07:06 IeZaeL wrote:
Inb4 kantuva gonna make entire ladder map pool. Calling it.

Dude.

Anyway, fog looks really strong, after seeing the overview I think it should be a bit weaker somehow.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Pino
Profile Joined June 2013
1032 Posts
Last Edited: 2014-06-24 08:30:26
June 24 2014 08:28 GMT
#12
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
Universum
Profile Joined January 2011
Canada192 Posts
June 24 2014 12:01 GMT
#13
Really Really nice !
You often learn more from losing than winning. Don't rage, it's a game!
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-06-24 22:16:41
June 24 2014 22:14 GMT
#14
On June 24 2014 07:54 NewSunshine wrote:Anyway, fog looks really strong, after seeing the overview I think it should be a bit weaker somehow.

It is not as strong in-game, in the screenshots the angle is quite slanted compared to the in-game camera, so don't worry much about it :b
@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.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-07-10 02:34:47
July 10 2014 01:48 GMT
#15
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.
@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.
Zode
Profile Joined April 2011
Canada297 Posts
July 11 2014 00:46 GMT
#16
Is this a grassy versions of cloud kingdom? Aside from some high/low ground changes.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 11 2014 02:10 GMT
#17
Um, not at all.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 11 2014 02:14 GMT
#18
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 ^^
@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.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2014-07-11 03:43:20
July 11 2014 03:41 GMT
#19
On July 11 2014 11:14 Uvantak wrote:
Show nested quote +
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.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Zode
Profile Joined April 2011
Canada297 Posts
July 11 2014 23:50 GMT
#20
On July 11 2014 11:14 Uvantak wrote:
Show nested quote +
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.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 12 2014 00:57 GMT
#21
On July 11 2014 12:41 NewSunshine wrote:
Show nested quote +
On July 11 2014 11:14 Uvantak wrote:
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 12 2014 08:50 Zode wrote:
Show nested quote +
On July 11 2014 11:14 Uvantak wrote:
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.
@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 States2475 Posts
Last Edited: 2014-07-12 03:42:24
July 12 2014 03:40 GMT
#22
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

+ Show Spoiler +

btw, every idiot that compares this to cloud kingdom is completely clueless and shouldn't judge maps...


User was warned for this post
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.
algue
Profile Joined July 2011
France1436 Posts
July 12 2014 13:31 GMT
#23
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

+ Show Spoiler +

btw, every idiot that compares this to cloud kingdom is completely clueless and shouldn't judge maps...


While I share your opinion, calling people "dumb shits", "idiots" and "clueless" wont make you point more valid.
rly ?
SidianTheBard
Profile Joined October 2010
United States2475 Posts
July 12 2014 14:36 GMT
#24
That is why I should stay off forums when I'm drunk lol. I still agree with my post but I just wouldn't have been so mean if I was sober 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.
Zode
Profile Joined April 2011
Canada297 Posts
Last Edited: 2014-07-12 23:35:38
July 12 2014 23:34 GMT
#25
On July 12 2014 09:57 Uvantak wrote:
Show nested quote +
On July 11 2014 12:41 NewSunshine wrote:
On July 11 2014 11:14 Uvantak wrote:
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 ^^

Show nested quote +
On July 12 2014 08:50 Zode wrote:
On July 11 2014 11:14 Uvantak wrote:
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.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 16 2014 16:39 GMT
#26
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.

Also sorry for the delayed response :b
@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.
watchlulu
Profile Joined February 2013
Germany475 Posts
July 16 2014 17:25 GMT
#27
Crazy good maps just by the look of it, great Job!

I also don't see any problems with it gameplay-wise, would love to see it in the ladder
Have a nice day!
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
July 16 2014 17:56 GMT
#28
Nice map, I like it, whats the map size?
10%
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-07-16 18:08:52
July 16 2014 18:07 GMT
#29
146x120, the analyzer pics in the OP are slightly outdated, here are the new ones.

+ Show Spoiler +


[image loading]

[image loading]



//edit. Hmmm the diagonal rocks are not displaying in the analyzer, i'll have to change them for others it seems, but atm i can't do it, later.
@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.
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