• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:31
CET 23:31
KST 07:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
The Road to Katowice - 2022/23 Retrospective21Disasterpiece Theater: Soulkey vs sOs (2013-05-21)11WTL 2022 Winter - Regular Season Awards + Wrap-up24WTL Winter - The 2v2 Tour25WTL 2022 Winter - Regular Season Finale7
Community News
[BSL16] - RO16 Group Stage10ESL Open Cup #159: herO, Spirit, Dark win5WardiTV 2023 Opens (Monthly)1IEM Katowice 2023 - Hosts & Commentators25Serral leaves ENCE, joins Basilisk26
StarCraft 2
General
5.0.11 Patch Released - Balance Changes The Road to Katowice - 2022/23 Retrospective IEM Katowice 2023 - Hosts & Commentators Serral leaves ENCE, joins Basilisk SC2 shut down in China, WTL to continue
Tourneys
NorCal StarFest I [Alpha Pro Series] MaxPax vs ByuN WardiTV 2023 Opens (Monthly) $5000 #PassionCraft Knockout TournyCraft free tourny management web app
Strategy
Custom Maps
[A] (Minigames) Raynor Party [A] [TPS RPG] Transformers: Open World (WIP) Work In Progress Melee Maps
External Content
Mutation # 354 Media Blackout Mutation # 353 Hostile Territory Mutation # 352 Railroad Switch Mutation # 351 Assembly of Vengeance
Brood War
General
BW General Discussion BGH auto balance -> http://bghmmr.eu/ [ASL15] Afreeca Starleague To Start On Feb 14 miss chance, rng, and some code experiments BoxeR stream
Tourneys
New Worlds Map Contest III: All Submissions (VOTE HERE) Dewalt vs. top Chinese players - 1/28/2023 [Megathread] Daily Proleagues [BSL16] - RO16 Group Stage
Strategy
Marine rate of fire Simple Questions, Simple Answers Valkyrie dmg formula? 2v2 Spell Combos
Other Games
General Games
Sid Meier's Civilization VI Destiny 2 - PC/Xbox/PS4 Path of Exile Fire Emblem The PlayStation 5
Dota 2
[DPC 23] Tour 1 Discussion Official Dota and Chess General Discussion
League of Legends
[Spring 2023] LoL E-sports General Discussion [Patch Notes] Release General Discussion
Heroes of the Storm
HotS: WP and Funny Moments
Hearthstone
TL Mafia
TL Mafia Plays: Diplomacy TL Mafia Community Thread Team Liquid Maria L
Community
General
Coronavirus and You Russo-Ukrainian War Thread UK Politics Mega-thread NASA and the Private Sector US Politics Mega-thread
Fan Clubs
The Flash Fan Club The GoOdy Fan Club The TY Fan Club
Media & Entertainment
Anime Discussion Thread [TV] HBO The Last Of Us series Korean Music Discussion [Manga] One Piece Movie Discussion!
Sports
2022 - 2023 Football Thread 2021 NFL/CFB Season NBA General Discussion TeamLiquid Health and Fitness Initiative For 2022
World Cup 2022
FIFA World Cup 2022 - Knockout Stage FIFA World Cup Qatar 2022 Thread
Tech Support
Red text blurry and funky blue on black text Which Gaming Laptop Should I Buy? Simple Questions Simple Answers
TL Community
Is there a SQSA thread for this site? Recent Gifted Posts Happy Birthday R1CH!
Blogs
It's that time of year YET A…
Umpteen
I'm still around doodling and…
Glider
Someone Crashed my Plane …
micronesia
A spiritual journey th…
mewithoutDrew
The Kitty Arcade Saga
MrBitter
My Goals for 2023
DeNikSSB
State of StarCraft II
Jealous
Burning it all down - Reti…
BreAKerTV
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1358 users

[M] (4) KTV Dallaire

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-09-25 23:28:31
September 24 2014 23:42 GMT
#1
[image loading]




This one is a very small tribute to rise awareness of Genocides and Human Rights violations in history, the map is themed in the Rwandan Genocide of 1994, as a tribute it is not much at all, but it is a small thing i have been wanting to do for a while.

It was very very very hard to avoid making a completely city themed map similar to Oumanville, but i really wanted to layout to be more of the style that i have been working on lately (simpler functional layouts), instead of others such as Foxtrot Labs, Kamala Park or Hesperium.

I hope you joys enjoy the map!.... and the reading!

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


This map does not have Gameheart yet



[image loading]


Overview:


[image loading]

90º Overview

+ Show Spoiler +
[image loading]


Old Overviews


+ Show Spoiler +
♦ None yet!



Information/Analyzer:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

Old analyzer pics
+ Show Spoiler +
♦ None yet!



Eye Candy:

+ Show Spoiler [Lots of pics] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Old pictures:
+ Show Spoiler +
♦ None yet!




Small info about the map:


+ Show Spoiler +

◙ 1 central Xel'naga watch tower.
◙ When spawning in horizontal or vertical positions central highground plays a mostly small part until the lategame stages.
◙ In horizontal and vertical positions border corridor must be watched very carefully.
◙ As a 166^2 Dallaire is a big sized map for my standards.
◙ Open center of the map with a central Xel'naga makes for interesting positional plays.
◙ Bridges leading into the players can be very treacherous, beware when crossing!


Changelog

+ Show Spoiler +
♦ Version 1.0
Published.



I have been having problems uploading to the Korean/Taiwanese & SEA servers lately, so for the moment the map is not available in the Korean/Taiwanese sadly, i'll see if i can upload the map at a later date.

Any feedback regarding the map is more than welcome.
@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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2014 00:02 GMT
#2
Excellent use of rocks! I can't stress that enough. And very pretty texturing.

I really like the path(s) between adjacent spawns. The 3rds are open as hell, but I guess (...?) protoss can handle that these days. Terran will be little vulnerable too.

I feel like this map is the next iteration of whorlwind, in the best possible way.
Comprehensive strategic intention: DNE
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 25 2014 00:11 GMT
#3
What i really like about this particular map is that is very very easy to make balance edits, it is very modular in that regard. Do Protoss players have problems with 3rds? Well i can tighten the bridges or add a set of destructible rocks (4x4/6x6) near the outer side of the thirds, and it is fixed. Can the players turtle too easily on 4 bases? Just move them a bit farther away and they become much harder to hold without map control, the layout is quite forgiving in that regard, unlike in more complex maps such as Hesperium or Foxtrot where there is basically no room to move anything without breaking something else.
@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.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 25 2014 00:28 GMT
#4
I think there's an issue here with the center. I can't motivate why armies would willingly move through that area unless you're in cross positions. It seems to me one race is always going to want to use the choked up direct path which would force the other race to defend within the choked path (going to the center would result in a base trade, not always desirable). As such I think you should do things to increase the strategic value of holding the center.
Administrator~ Spirit will set you free ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2014 00:30 GMT
#5
Draw a line between 3rd bases. It goes through the middle. There's a natural draw to the tower (even though it's not needed for pushes). But most importantly, the highgrounds are perfect flanking perches once the rocks are down.
Comprehensive strategic intention: DNE
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 25 2014 01:55 GMT
#6
But for instance, in TvZ Terrans tend to want to expand towards the Zerg (and want to fight in choked up areas). Now the line between 3rds avoids the center.
Administrator~ Spirit will set you free ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2014 06:27 GMT
#7
Hmm, true. But there are still flanking opportunities. Also you made me just realize that given the situation you describe, the zerg would probably spread creep along the outside path. This might induce the terran to push through mid instead. idk?
Comprehensive strategic intention: DNE
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
September 25 2014 11:32 GMT
#8
I really like it, especially the bridges. I do agree about Plexa's comment re the center, but what if you shift the anti-clockwise thirds (the ones next to the nats) further away, closer to those high-ground pods? Feel like that'll make a-cw. 4ths more tempting for the defending race and open up some cross-map travel vectors, activating the center? Anyway, real cool stuff.
They're coming to get you, Barbara.
Meerel
Profile Joined March 2012
Germany713 Posts
September 25 2014 16:43 GMT
#9
hey uvantak, just wanted to say that the design is amazing. very good texture skills and doodad placement
SDMF
moskonia
Profile Joined January 2011
Israel1448 Posts
September 25 2014 17:37 GMT
#10
Damn the map looks good. The overview is pretty hard to read though. To me it looks like a very big, 4 spawns, Merry go round. As such, I think close spawns seem fine, but cross is way too big and open. Cross spawns are sure to favor Zerg, so I would either disable them, or choke them middle some, to give Terran and Protoss players the option to go through it.
Xiphias
Profile Blog Joined May 2010
Norway2222 Posts
September 25 2014 18:21 GMT
#11
Hmmmm if one of the two thirds were mineral only, and the others were more tucked away in the corners (more ramps/chokes to get to them) and also rocks removed + xel'naga removed, then I think this map should work really well for Starbow.

These are not suggestions for making it better in SC2 btw
aka KanBan85. Working on Starbow.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-09-25 22:06:47
September 25 2014 21:40 GMT
#12
@Mosko/Plexa, regarding the bigger Merry-go-round yeah the map uses concepts of Merry go round and Foxtrot SE in horiz spawn, more specifically what i like to call "stagnation zones" (maybe you guys can think of a better term). These are places that can't really be held by neither player, one can put pressure on the area, but not really hold it, in this case the stagnation zone would the path underneath the highgrounds that separate the players when spawn in horiz or cross, these behave like Superouman bridges, but on big scale, they become quite visible when seeing the map under a influence cloud.

+ Show Spoiler +
[image loading]


As they are now they are not very hard for zerg under most circumstances, because the defensive areas/arcs can be pretty big for them meaning that players won't want to get in there in the first place (stagnation) without having a flank set up first or knowing that his opponent is out of position.

The issue here happens when players play with a terrain control focused style such as biomine or mech and control the stagnation point, that makes the defensive player have to move into the attacking army giving up his strong concave/position, i'm trying to avoid these issues with the rocks in the middle highground so the defensive player can destroy said rocks and flank the attacking terrain control army.

+ Show Spoiler +
[image loading]

Make as if the rocks were taken down, if they hadn't been then the red player will be in serious problems if purple is well positioned


Things like these hopefully won't need to happen most of the times, because it is not viable for players to always have to take down the rocks and make complicated maneuvers just to be able to attack the enemy army efficiently, that's why i'm publishing the map as it is now to see how it behaves with more games played other than the ones i and the testers did.

@Plexa Regarding the Xel'nagas and the center, my plans for the center is not to be a direct contention point, i want it be more of a indirect one, the center in Dallaire is a strategic position to fend off harass to your far away bases (fourths and on) and to support attacks into the natural/enemy central rally point, at least that's the role it plays when being played when players spawn in horiz/vertical spawns. When played in diagonal spawns the center plays more like it would in a standard map, but it is quite open-ish which favours Z a bit, none the less i wouldn't say that it will be an issue given the positions of the overlord pods that block the army position of Zergs the most.

@Xiphias Yeah in this map i'm using some of the things i have learned with starbow/BW maps that's why it kind of looks like it may play out fine in SB, nonetheless i wouldn't use it for it, because of the way the thirds and fourths are set up, not to mention that the stagnation points/bridges do not work well in SB because of tanks+spider mines (as seen in Noah's Ark).
@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.
Blizzkrieg
Profile Joined March 2014
95 Posts
September 26 2014 02:26 GMT
#13
This is what I'm talking about...

Due to the texturing everything just looks and feels more natural... and that's what really gets me excited about a map. I enjoy when they appear more like natural scenes where battles spontaneously erupt as opposed to high tech battlefields designed specifically for SC2 matches.

Not saying both styles don't have their place... just saying we need more of this style :D
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 26 2014 04:55 GMT
#14
I agree, blizzkrieg. There are tons of BW maps that feel this way, even the space platform ones, where battle lines seem to coalesce and evolve, rather than follow predetermined guiding geometry.
Comprehensive strategic intention: DNE
sTYleZerG-eX
Profile Joined January 2010
Mexico471 Posts
September 26 2014 21:30 GMT
#15
I like the bridges
10%
SidianTheBard
Profile Joined October 2010
United States2471 Posts
September 27 2014 03:50 GMT
#16
I don't like this map at all. All the bases are hugged in the corners and the middle is completely 100% useless. You really need to add a base towards the middle so it will be traversed more. How about adding an "island" base at the middle ramp that goes towards the middle. A high yield gas or mineral base there would be awesome. Here, I'll draw a picture so you kind of understand what I'm saying.

[image loading]

Doing something like this will make players want to expand to it as a third yet it'll force them to take control of the middle of the map to defend it. I think just doing a simple change like this would be awesome. You'd still keep the bridges and the rest of the integrity of the map but a simple change like this would really give players a choice on what 3rd they want to take. Either the one by their main, the once horizontal/verticle to their main, or the high yield gas/mineral one.

Maybe zerg will take the high yeild 3rd and now they have a ton of open space in the middle to defend, yet now they have to defend all that space so maybe an attack from the side will do a ton of damage. Maybe terran will gangnum style it and it could be great, but then again it's a 4p map so do you know where they spawned? Can you take the high yield base then take your nat as your 2nd, then the main as the 3rd? Could be good!

Either way, it makes them move out and take control of the middle of the map. Currently there is no reason to move through the middle. It's too open and too unimportant.
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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 27 2014 08:17 GMT
#17
classic sidian


that is a great idea though to force a spicy midmap
Comprehensive strategic intention: DNE
Aeceus
Profile Joined September 2011
United Kingdom1278 Posts
September 28 2014 15:10 GMT
#18
I like the map, I enjoy the choice of bases for your third depending on spawns, but I think the middle needs a base or 2.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
October 03 2014 22:40 GMT
#19
I have no opinions on the gameplay, but this map is beautiful!

Uvantak, you consistently put out some of the most gorgeous looking maps out there. I wish other map makers had your flair for aesthetics. Well done.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
[PkF] Wire
Profile Joined March 2013
France24079 Posts
October 04 2014 00:12 GMT
#20
For what it's worth, I think the middle is too empty to be a true point of contention and I fear the absence of a good fifth will really encourage turtle 4 bases play. I'm not sure how to deal with those issues, maybe having a slightly harder fourth with easier 4th to 5th flow. As it stands the map will probably have heavy 4 bases stronghold syndrome.

Aesthetically, it's definitely an excellent work though.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1d 10h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Reynor 1196
mouzHeroMarine 842
PiGStarcraft539
IndyStarCraft 211
Nathanias 208
ForJumy 45
NeuroSwarm 10
StarCraft: Brood War
Britney 16514
Oya187 148
Hyun 55
Larva 32
Purpose 1
Dota 2
Grubby5690
Pyrionflax463
EternaLEnVy370
monkeys_forever142
League of Legends
JimRising 391
Super Smash Bros
C9.Mang0155
Heroes of the Storm
Liquid`Hasu490
Other Games
Day[9].tv2159
Stewie2K1522
sgares484
Sick295
Trikslyr129
ViBE50
febbydoto11
HTOMario2
Organizations
Counter-Strike: Global Offensive
ESL CS:GO710
Dota 2
BeyondTheSummit289
StarCraft 2
Esl_sc2166
ESL.tv166
Other Games
BasetradeTV165
StarCraft: Brood War
StarcraftVOD5
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 21 non-featured ]
StarCraft 2
• davetesta37
• musti20045 19
• RayReign 12
• Gussbus
• Laughngamez YouTube
• Poblha
• Alpha X_
• aXEnki
• intothetv
• Migwel
• Kozan
• IndyKCrew
• LaughNgamez Trovo
StarCraft: Brood War
• sscaitournament1
• STPLYoutube
• BSLYoutube
• AfreecaTV YouTube
Dota 2
• WagamamaTV977
League of Legends
• imaqtpie5047
Other Games
• Day9tv2159
• Shiphtur1062
Upcoming Events
HomeStory Cup
1d 10h
Rex vs Nina
Astrea vs SKillous
Astrea vs Rex
Cure vs Nina
Kelazhur vs Rex
Showmatch
3 days
BSL: ProLeague
3 days
ESL Pro Tour
4 days
BSL: ProLeague
4 days
ESL Pro Tour
5 days
ESL Pro Tour
6 days
Liquipedia Results

Completed

CHN vs KOR Week30
OSC Championship Season 10
NGS Storm Division S6 Qual. 5
BLAST Premier Spring Groups

Ongoing

BSL Season 16
KCM Ladies Race Survival 2023 Season 1
Individual Golden League
Strength Challenge 30K
Tournament of Honor
FS Mania
RISS Season 1
Spring Cup Season 4: Korea
Spring Cup 4: Chinese Qualifier
Spring Cup 4: Chinese Qualifier 1
WTL 2022 Winter
NGS Storm Division S6
ESL Challenger League S44 NA
ESL Challenger League S44 EU
ESL Challenger League S44 AP

Upcoming

Hongtu Solo League S5: KOR
ASL Season 15
Spring Cup Season 4
Spring Cup Season 4: China
Spring Cup 4: Chinese Qualifier 2
CHN vs KOR Week31
#PassionCraft Knockout
IEM Katowice 2023
BLAST.tv Paris Major 2023
ESL Challenger Melbourne 2023
ESL Pro League Season 17
CCT Central EU Malta Finals
IEM Katowice 2023
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2023 TLnet. All Rights Reserved.