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[M] (2) KTV Tamerlane's Sangar

Forum Index > SC2 Maps & Custom Games
Post a Reply
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-12-06 04:14:11
December 05 2014 18:51 GMT
#1
[image loading]




Tamerlane's Sangar is sister to both Foxtrot Labs and Kamala Park, it was developed to be submitted to the TLMC #4, it was meant to be the "more standard map" i was going to submit, but Foxtrot Labs SE (the version which was intended but never made it to ladder) ended up taking his place. At the time the Tamerlane's Sangar was developed and tested Kamala Park still had his lowground main base and high ground third, features that were removed from the map at a later date to fit with the feedback received from the TLMC judges and pro-players.

It must be said that the map features quite different ideas from Foxtrot, where Foxtrot intends to hurt overly greedy gameplay to force players be active on the map from the start of the game, Tamerlane ends up playing more like Kamala Park where players can play more greedily and get to the lategame earlier without needing to slowdown their economies to stay alive and be aggressive (to punish greed) like in Foxtrot.

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


This map does not have Gameheart yet



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Overview:


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+ Show Spoiler +
90º Overview

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Old Overviews


+ Show Spoiler +
♦ None yet!



Information/Analyzer:

+ Show Spoiler +
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↑ Destructible diagonal debris are not displaying in the analyzer, distance is around 8 seconds longer than it shows.

Old analyzer pics
+ Show Spoiler +
♦ None yet!



Eye Candy:

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

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Old pictures:
+ Show Spoiler +
♦ None yet!




Small info about the map:


+ Show Spoiler +

◙ No Xel'naga Watch Towers.
◙ Two central dropeable ledges overlook the main attack pathways.
◙ Fourth bases can be hard to take making players try to aggressively take them.
◙ BL-TR spawn positions allow players to take an easy third base but to the cost of it being hard to maintain/control opposing ramp leading to your third.
◙ TL-BR naturals have two set of 2000hp +3armor diagonal debris that block a big open path to the base, once the rocks are down defensive player can take a closer 4th at the cost of needing to defend a larger area.
◙ Blink allins are still viable on the map, only weakened.


Changelog

+ Show Spoiler +
♦ Version 1.0
Published.


One of my concerns on the layout of Tamerlane is the third base of the TR-BL spawns, specially in Terran matchups where a Bio army can hang around on the high ground near the diagonal debris that has a ramp leads to the enemy third base and harass from there because they are in a strong position, far from the reach of a Protoss or Zerg armies. Feedback on this issue is welcome, also feedback regarding the fourth bases and current metagame/playstiles is highly appreciated, since i'm considering moving them closer, but this will generate ripples allowing players to be less aggressive on the map.


Also, atm i'm rolling lots of changes on older maps, things like the snow on Crimson Forest, or the mineral lines on Sueños Pacíficos along with Foresta RS and other maps, so expect a couple bumps here and there.
@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.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
December 05 2014 19:09 GMT
#2
3rd distance for SE and NW spawns is worrying me.
"Not you."
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 05 2014 19:23 GMT
#3
What is the issue? 3rd to 3rd distance, defensive player Nat to 3rd distance or offensive player distance Nat to defensive's players 3rd?
@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.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
December 05 2014 20:04 GMT
#4
defensive player nat to 3rd
"Not you."
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 05 2014 20:29 GMT
#5
That distance is actually pretty standard, 44, overgrowth, the standarest of maps has a nat2third distance of 43, what it worries me is that the ramp in the middle between the nat and third may be too wide, that ramp+the rocks+the third rampmay be a problem, but this can't be assured without testing.
@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.
moskonia
Profile Joined January 2011
Israel1448 Posts
December 06 2014 03:37 GMT
#6
The analyzers show the area of scrap near the nat of the right buttom/ top left to be pathable. Is it really? It seems like it shouldn't.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2014-12-06 04:02:54
December 06 2014 03:52 GMT
#7
On December 06 2014 12:37 moskonia wrote:
The analyzers show the area of scrap near the nat of the right buttom/ top left to be pathable. Is it really? It seems like it shouldn't.

It looks like there's two sets of destructible debris there. The analyzer does not seem to recognize them as debris though, since they are a different size.
ModeratorI am still alive, somehow
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 06 2014 04:11 GMT
#8
On December 06 2014 12:37 moskonia wrote:
The analyzers show the area of scrap near the nat of the right buttom/ top left to be pathable. Is it really? It seems like it shouldn't.

What Templar said, there are two sets of 2000hp3armor diagonal debris there but the analyzer does not recognize them, i forgot to add it as a little description to the spoiler, for the nat2nat distance you need to add around 8 more seconds or so.
@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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