KTV Echo uses the same layout ideas I used for Foxtrot Labs where ramps are used to make terrain and certain positions highly valuable, while making flank attacks something that must be set up, but once they are executed they become extremely strong, meaning that players must be careful when they move out into the map.
Echo also utilizes an older tileset, originally from Sueños Pacíficos, the Protoss City mixed with the Industrial tubes coming from the Relay Station that Echo is give the map a very unique set of visuals.
I hope you folks enjoy playing Echo, it for sure will not be as much a torture as sometimes playing on Foxtrot Labs or even Kamala Park was, so I hope you guys appreciate how much I contained myself from being a cruel overlord. :p
§ No Xel'naga Watch Towers. § Central lowground is not an area that players will want to control, sidepaths are prefered for army movement. § Standard expansion layout, allows players to play their own strategies on the map, without the worry of needing to alter their play styles too much, but the map layout and features still needs to be accounted for. § 5 base map means that games will tend to be more aggressive, but games on the map can't be drawn too far.
On February 25 2015 22:24 Existor wrote: I really love this grid texture on high-ground bases. Also those wires everywhere are really awesome
Glad you like the tiles, those in general are very annoying to work with because they are so time and detail expensive, specially if they are used in such a high contrast environment.
On February 25 2015 17:24 And G wrote: Another map also had cardinal ramps; spoilering it because it might trigger some bad memories.
I actually like that map, that map is the epitome of adapting to the environment, I also enjoy the idea of the infinite xel'nagas and the main base being in the same height as the natural. Obviously not on a heavy competitive environment, but more from a mapmaking perspective. :p
On February 25 2015 22:24 Existor wrote: I really love this grid texture on high-ground bases. Also those wires everywhere are really awesome
Glad you like the tiles, those in general are very annoying to work with because they are so time and detail expensive, specially if they are used in such a high contrast environment.
I actually like that map, that map is the epitome of adapting to the environment, I also enjoy the idea of the infinite xel'nagas and the main base being in the same height as the natural. Obviously not on a heavy competitive environment, but more from a mapmaking perspective. :p
Don't you think that it would be possible for a map now to have nat&main on the same height level?
Actually the reason why I was rooting so hard for Tal'Darim to get into the Dreampool is because I believe that same height Mains and Naturals might be viable under certain constrictions, PvP with the mothership core means that 4Gate is not as strong, which is what made the Match up so annoying to play for some, meanwhile ZvZ more or less only requires a good chokepoint that queens can hold, PvZ, TvZ and PvT do not really require a ramp to be fully balanced, well maybe PvT with all the Allins in the match up does, but this is something I feel is worth of testing.
Actually, no I wasn't informed of this, and I would have loved to watch it, now the VoDs are behind a pay wall :/ Thank you a lot Otherworld, at least I can look forward to season 17.
Actually, no I wasn't informed of this, and I would have loved to watch it, now the VoDs are behind a pay wall :/ Thank you a lot Otherworld, at least I can look forward to season 17.
/edit Also you all are such a tease -.-;
Hmm they're not paywalled for me? Here : http://www.ogaming.tv/vods?show=8023&game=4016 (looks like there are only finals & semifinals though, maybe you could ask Aeromi to get the replays of the whole tournament?)
Actually, no I wasn't informed of this, and I would have loved to watch it, now the VoDs are behind a pay wall :/ Thank you a lot Otherworld, at least I can look forward to season 17.
/edit Also you all are such a tease -.-;
Hmm they're not paywalled for me? Here : http://www.ogaming.tv/vods?show=8023&game=4016 (looks like there are only finals & semifinals though, maybe you could ask Aeromi to get the replays of the whole tournament?)
Ohhh they are uploaded to youtube too, yeah, I was trying to see them on twtich, that's why I wasn't able, thanks!, and yeah I'll try t o get a grab on Aeromi and see if I can get replays to study.
In all seriousness, they just published a v1.1 of echo, when the game was published the map (v1.0) was fine, is on this new version that this thing happened.
They copy pasta'd one half after making minor edits to the other and as you know fucked up cliffs sometimes results. At least that is what I imagine happened.. you never know with blizz and their map edits.
On April 07 2015 03:15 OtherWorld wrote: Seriously one has to wonder how they do that. That's incredible.
Incredibly unprofessional.
When will they AT LAST work in collaboration with the mapmakers to port their maps to ladder ? Any decent mapmaker would double check for those kind of things and correct them in half an hour. This sets my teeth on edge.
Edit : re-reading the thread, realized I'm repeating myself... The point is even more valid now though.
To be fair, a small little cliff change like that can be pretty hard to spot. Although, it is in one of the mains right in vision at the start of the game so that one is a little weird, but it honestly feels like you guys are just bitching to bitch.
On April 07 2015 11:38 SidianTheBard wrote: To be fair, a small little cliff change like that can be pretty hard to spot. Although, it is in one of the mains right in vision at the start of the game so that one is a little weird, but it honestly feels like you guys are just bitching to bitch.
I mean, on the one hand this. But on the other hand, take some pride in your work, ya know?
I think people around here wouldn't care about this one so much except there are problems like this or much worse (like the spawn messed up on cactus valley, or other pathing problems) on every single community map they touch.
Other than the ones that are being in use, yeah go ahead and delete the stragglers that were being used on highgrounds that were altered/don't exist anymore on the LE version.