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Active: 32182 users

[M] (2) KTV Miami 2100

Forum Index > SC2 Maps & Custom Games
Post a Reply
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-12-05 20:01:23
December 05 2014 19:28 GMT
#1
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This like many others is one i have been wanting to make for a while, with the rising sea levels many cities around the planet will be partially submerged on the sea by the end on the century, these inundations will happen on huge storms, where millions of dollars in damages will occur, what a challenge, what will we do?

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


This map does not have Gameheart yet



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Overview:


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90º Overview

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Old Overviews


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♦ None yet!



Information/Analyzer:

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↑ Blink areas.

Old analyzer pics
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♦ None yet!



Eye Candy:

+ Show Spoiler [Lots of pics] +
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Old pictures:
+ Show Spoiler +
♦ None yet!




Small info about the map:


+ Show Spoiler +

◙ No Xel'naga Watch Towers.
◙ Two central high grounds allow for very interesting positional plays.
◙ Optional third bases allow for a great strategical variance
◙ 8 and 1 Third bases are exposed from the North & North West respectively, players that take said bases need to be careful with snipes.
◙ 7 and 3 Third bases must be taken with a standing army or with the intent of putting pressure, a player that takes said bases can destroy the collapsible debris tower to help with the defense of the base, none the less it will not shut down any harass by itself.
◙ Scenarios where the map gets split in a NorthWest/SouthEast fashion are not uncommon, it all depends on the player's choices.



Changelog

+ Show Spoiler +
♦ Version 1.0
Published.



I'm really not a fan at all of using textures in a naturalistic fashion (specially snow or sand) since they obscure the top down overview of the map and make it look messy, the bugs with the Fog and shadows, and water not displaying correctly on the editor make maps look even worst.

Feedback regarding the aesthetics of the sand are more than welcome.

Disclaimer: All the logos included on Miami 2100 are propriety of their respective owners, believe it or not i do not own Shell, nor Exxon or any other company nor logo that's on this map other than the KTV Map logo, plz don't sue me, i just want to make pretty 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.
SwedenTheKid
Profile Joined July 2014
567 Posts
December 05 2014 22:12 GMT
#2
Can't comment on balance but LOVE the theme/ eye candy
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 05 2014 22:18 GMT
#3
Edit- didn't notice its a mirrored map. Since you can chose between a forward and standard 3rd, that kind of symmetry should work pretty well. Anyways, dig it!
Casual Mapmaker
[PkF] Wire
Profile Joined March 2013
France24192 Posts
December 05 2014 23:05 GMT
#4
Gorgeous ! The layout seems standard enough but you should be commended for such an awesome work on aesthetics.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-06 00:14:33
December 06 2014 00:14 GMT
#5
On December 06 2014 07:18 SwedenTheKid wrote:
Edit- didn't notice its a mirrored map. Since you can chose between a forward and standard 3rd, that kind of symmetry should work pretty well. Anyways, dig it!


Mirrored symmetry best symmetry!
Cool map, really like this one! My only critizm would be that I think both ramps towards the natural should be 3sized with that 2nd-3rd layout.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 06 2014 00:27 GMT
#6
This is a really intelligent design. Should produce good games if it's played on by experienced players.
Moderatorshe/her
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 06 2014 02:34 GMT
#7
This looks like such a fun map.
~ ~ <°)))><~ ~ ~
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 06 2014 04:23 GMT
#8
On December 06 2014 11:34 TheFish7 wrote:
This looks like such a fun map.

It is actually, i had a ton of fun messing around with this one (i have fun messing around with any map tbh :b).

On December 06 2014 09:14 Big J wrote:
Show nested quote +
On December 06 2014 07:18 SwedenTheKid wrote:
Edit- didn't notice its a mirrored map. Since you can chose between a forward and standard 3rd, that kind of symmetry should work pretty well. Anyways, dig it!


Mirrored symmetry best symmetry!
Cool map, really like this one! My only critizm would be that I think both ramps towards the natural should be 3sized with that 2nd-3rd layout.

I don't really agree about the ramps, the nat2nat rush distance is very linear on this map which allows players to set up counterattacks quite easily, the x2 sized ramp allows enough of a defenders advantage so the counterattacking player will not want to attack right up to the natural giving the defender a small time window to set up a small last defense in his natural by when the attacking player's forces finish ravaging his third/fourth.

Glad you guys liked this one, i was expecting more comments about how messy the overview looks tbh >.<
@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.
vult
Profile Blog Joined February 2012
United States9400 Posts
December 06 2014 06:24 GMT
#9
Very nice map, a bit chokey, but really well done!
I used to play random, but for you I play very specifically.
Big J
Profile Joined March 2011
Austria16289 Posts
December 06 2014 10:52 GMT
#10
On December 06 2014 13:23 Uvantak wrote:
Show nested quote +
On December 06 2014 09:14 Big J wrote:
On December 06 2014 07:18 SwedenTheKid wrote:
Edit- didn't notice its a mirrored map. Since you can chose between a forward and standard 3rd, that kind of symmetry should work pretty well. Anyways, dig it!


Mirrored symmetry best symmetry!
Cool map, really like this one! My only critizm would be that I think both ramps towards the natural should be 3sized with that 2nd-3rd layout.

I don't really agree about the ramps, the nat2nat rush distance is very linear on this map which allows players to set up counterattacks quite easily, the x2 sized ramp allows enough of a defenders advantage so the counterattacking player will not want to attack right up to the natural giving the defender a small time window to set up a small last defense in his natural by when the attacking player's forces finish ravaging his third/fourth.

Glad you guys liked this one, i was expecting more comments about how messy the overview looks tbh >.<


Since the defender is already on the highground and rallies down that ramp when being aggressive, I think it will be very well protected anyways. Counterattacking into the natural will be very early spotted this way and gives a few emergency seconds to raise the depots or warp in that zealot. Plus going up such ramps is usually risky to begin with. It's hardly a big thing whether it is 2x or 3x I think, I guess it's better this way for Protoss.
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