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[M] (2) KTV Samarra Mines

Forum Index > SC2 Maps & Custom Games
Post a Reply
Uvantak
Profile Blog Joined June 2011
Uruguay1380 Posts
Last Edited: 2014-07-29 21:56:08
July 24 2014 21:46 GMT
#1
[image loading]




This one is a bit of an oldie, i made this layout before the TLMC#4 and from this layout came the idea that i would re-use later in Foxtrot Labs, many other interesting ideas are used here too like the buildable terrain behind the natural bases or the bushes where units can be hidden in the middle of the map.

The layout is quite open compared to other of my newer maps, but it makes for great positional games.

Again i hope you guys enjoy the map! hfhf!


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


This map does not has GameHeart yet.


[image loading]


Overview:


[image loading]

90º Overview

+ Show Spoiler +

[image loading]


Old Overviews

+ Show Spoiler +
♦ Version 1.0
[image loading]

90º Overview

+ Show Spoiler +

[image loading]





Information/Analyser:

+ Show Spoiler +

[image loading]

[image loading]
+ Show Spoiler [Old Version 1.0] +

[image loading]
[image loading]




Eye Candy:

+ Show Spoiler [slightly outdated] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Small info about the map:


+ Show Spoiler +


◙ Wide open map.
◙ Pathable/buildable area behind natural bases where buildings can be placed (Nydus anyone?)
◙ No Xel'naga Towers.
◙ Forward Third/Four base has rocks behind the mineral line, <7 range units can't reach the mineral line.
◙ Main base has two reaper/Smart Blink paths.



Changelog

+ Show Spoiler +
♦ Version 1.1
Reduced the open area around the clockwise third bases.+ Show Spoiler [New third base] +
.
[image loading]

Small pathing improvements.

♦ Version 1.0
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.
IeZaeL
Profile Joined July 2012
Italy972 Posts
July 24 2014 22:07 GMT
#2
Those aesthetics. So good bro. Layout is pretty bland , but i suppose its me being obsessed with a lot of ramps in my maps :|. Overall still great map , you are definitely the better mapmaker this summer !
Author of Coda and Eastwatch.
L3monsta
Profile Joined May 2012
New Zealand149 Posts
July 24 2014 22:43 GMT
#3
Its beautiful o.o
The bottom left corner is cut off by the way.
Uvantak
Profile Blog Joined June 2011
Uruguay1380 Posts
Last Edited: 2014-07-25 00:02:31
July 24 2014 22:55 GMT
#4
On July 25 2014 07:07 IeZaeL wrote:
Those aesthetics. So good bro. Layout is pretty bland , but i suppose its me being obsessed with a lot of ramps in my maps :|. Overall still great map , you are definitely the better mapmaker this summer !

Yeah i have been moving forward to complex maps lately, well not lately, i have always been fond of complex maps, but it is always nice to go back to more simpler layouts :3

Also is winter, not summer you liar! ^^


On July 25 2014 07:43 L3monsta wrote:
Its beautiful o.o
The bottom left corner is cut off by the way.

That's an perspective/angle thingy since i use 70º overviews, the editor cuts off the bottom corner, check the 90º if that bothers you
@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.
L3monsta
Profile Joined May 2012
New Zealand149 Posts
July 25 2014 01:33 GMT
#5
On July 25 2014 07:55 Uvantak wrote:That's an perspective/angle thingy since i use 70º overviews, the editor cuts off the bottom corner, check the 90º if that bothers you

Oh no I just wanted to make sure it wasn't an accident
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
July 25 2014 07:46 GMT
#6
Really digging the layout. The choice of having a lot of space behind the main mineral line is interesting. I guess if you play terran, a lot of your units will stream past your CC. Makes things easier to defend, I suppose. Cool!
opisska
Profile Blog Joined February 2011
Poland8848 Posts
July 25 2014 08:08 GMT
#7
I won't call the layout "bland" in the slightest. This wuld be a pretty revolutionary map for today's SC2. As the players take more than 2 bases each, they find themselves on a level and very open plateu - there is not a lot of positions to get positional advantage - and the highgrounds behind the side bases are outright vicious. On one hand, this is something that current SC2 needs, on the other it would probably lead to a lot of 2 base allins in any Protoss matchups at least.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
subtlerevolution
Profile Joined June 2014
France37 Posts
July 25 2014 10:44 GMT
#8
<3 the visuals
Existor
Profile Joined July 2010
Russian Federation4282 Posts
July 25 2014 13:58 GMT
#9
Visuals are just wow Any fresh look will be great today in sc2
FlaShFTW
Profile Blog Joined February 2010
United States9275 Posts
July 25 2014 15:47 GMT
#10
while a beautiful map, only expect a lot of 2 base play because the bases outside your natural are really damn hard to take.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3939 Posts
July 25 2014 16:07 GMT
#11
This is a really good example of aesthetics making a map appealing when it otherwise wouldn't be. Which isn't a complaint, just an observation. Imagine if this was posted in wip with just cliffs and monodirt. XD

The eye gets tricked by all the padding of different colors into thinking the spaces aren't quite so big as they really are, and the ridges in the center appear very important because they're visually distinct where in actual games I don't think they'd be used that often.

I really like this take on bw-style open middle, though. And great texture work, obv.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)623 Posts
July 25 2014 18:26 GMT
#12
I like this map, it seems like a World War 1 styled "trench" map? where there are various terrain features in an otherwise open map. Reminds me of an EW map as well. I think third should be more defensive, so that it gives the defender a bit of an edge even if u have to make it further away. the EW map had this problem as well.
Mapmaker of Frost, Fruitland and Breeze | Team Crux | teamcrux.tistory.com | https://twitter.com/CruxSemmo
Uvantak
Profile Blog Joined June 2011
Uruguay1380 Posts
July 25 2014 20:18 GMT
#13
Regarding the thirds, yeah this is one of the things that make me a bit uneasy about the map, the thing is that i can't tug them more into the main base otherwise blinkstalkers and main space become a concern, what i think i'll do is to expand the area where the pipes/solar panels are so the area around the diagonal rocks becomes more of a narrow pathway, i'm also thinking of moving/removing the small doodads in front of the nat while expanding a bit the terrain in front of the third base where the ramps are located, attacks to the third would still be pretty strong in ZvP but not so much. This

Other option as you say Semmo would be to move the diagonal rocks to the other side of the path likes this, add a set of diagonal rocks blocking the ramp leading to the third and move the mineral line a bit farther, the thing with this fix is that the distance is just far too long and with the current layout/flow of the map i'm not sure it would work as well, none the less making a third like that sounds pretty interesting, so i'll try to mess around with it a bit for future maps.
@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.
sTYleZerG-eX
Profile Joined January 2010
Mexico434 Posts
July 25 2014 21:29 GMT
#14
This looks very very nice and interesting
10%
Uvantak
Profile Blog Joined June 2011
Uruguay1380 Posts
July 28 2014 01:39 GMT
#15
Update time!
♦ Reduced the area around the third base, not as much as i said i would because the slightly harder third still makes for fun gameplay, but enough so it should not cause as many problems as it had before.
+ Show Spoiler [pic] +
[image loading]


♦ Fixed small pathing issues around the edges of the map.
@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.
jamesapjoyce
Profile Joined August 2012
61 Posts
Last Edited: 2014-07-30 17:32:10
July 30 2014 17:29 GMT
#16
I think this is a great effort, in particular I think it has a new and interesting layout of the mineral lines
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