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Coda 1.0 138x144 Published on NA , EU WCS SEASON 2 LADDER MAP
![[image loading]](http://i.imgur.com/9SxRDyJ.png)
Didnt realise the map thread for Coda was missing. Oh well here you go. This is actually one of my more standard maps , if not THE MOST standard. Many people said the map resembles Muspelheim by Jacky , while i can agree on the third layout , the map plays out almost entirely different. So shut up and enjoy the pretty pictures i guess , lol.
Analyzer + Show Spoiler +
Aesthetics + Show Spoiler +
Tileset + Show Spoiler +-Korhal City Dirt Dark -Korhal City Tiles Small -Phaeton Rock rough -Phaeton Rock Cracked -Phaeton Dirt Light -Phaeton Sand Dark -Phaeton Dunes -Phaeton Sand Light
Changelog + Show Spoiler +
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Hm, maybe it seems standart in the starting-bases-layout department, but the overall flow is interesting, there are attack paths that are pretty "disconnected" (depending on rock state) - meaning that it takes a lot of time to get between them. That makes for a good backstab/runby opportunity, but if you play any slow composition (mech/SH), it can be really punishing (which may be seen as a good thing).
One thing: I don't see many places where I would like to engage toss with roach/hydra (being not a SH map, this is the likely fighting composition) - while the map offers plenty routes for harass and flank, the actual fight may be hard to set up, there is no "treacherous" area the toss should be afraid to cross.
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love this map. Sadly it didn't make top 3 at TLMC but i still hope it gets its deserved ladder spot.
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On February 26 2015 05:46 opisska wrote: I don't see many places where I would like to engage toss with roach/hydra (being not a SH map, this is the likely fighting composition
Looks like a good muta map to me, actually.
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On February 26 2015 06:56 InfCereal wrote:Show nested quote +On February 26 2015 05:46 opisska wrote: I don't see many places where I would like to engage toss with roach/hydra (being not a SH map, this is the likely fighting composition Looks like a good muta map to me, actually.
That's actually one thing I never know how to guess from these overviews (and I don't have access to SC2 at my laptop) - how far goes the "flyable" space from the mineral lines at the edge of the map?
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Great news, congratulations!
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Aotearoa39261 Posts
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United States10021 Posts
amazing use of highground pods with bases on them. great usage of space and chokes. i cant find anything to criticize about this map.
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Striking.
This is a great example of a simple idea executed flawlessly.
Really well done.
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[removed because reasons]
Congrats!
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On March 25 2015 10:37 iGrok wrote: Striking.
This is a great example of a simple idea executed flawlessly.
Really well done. Yo iGrok im happy you're still here!
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Did you think to change the width of the ramps as on my edited picture?
![[image loading]](http://i.imgur.com/ImJSou8.jpg)
You can also enlarge some of the forward third as well if the ramp towards the middle is smaller
It would make army movements in the middle more dynamic.
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On March 26 2015 05:44 Superouman wrote:Did you think to change the width of the ramps as on my edited picture? ![[image loading]](http://i.imgur.com/ImJSou8.jpg) You can also enlarge some of the forward third as well if the ramp towards the middle is smaller It would make army movements in the middle more dynamic.
It's kinda funny, as I suggested the exact same thing at one point.
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If you do that change, taking the forward 3rd as a 4th base is too easy and powerful. You have it as a staging area for attacks MUCH closer to all of their new bases, and the walk distance to cover your old 3base is the closest possible of the choices of 4th. With e.g. a terran wall at the 3rd this is like the easiest way to establish or retake a winning position. You can even build the CC in the main and fly it ezpz. It's important that the ramp to mid be large so that holding that pod is a full time job. Which is unfortunate because it just underscores the lack of any strategic forward positions on this map.
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I agree with super's changes. As-is the map has almost no major chokes; all the ramps/hallways have similar width.
Other than maybe the ramp going to the normal 3rd, you could take a fight almost anywhere on the map and the outcome would be no different.
The changes would liven things up a bit imo.
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