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[M] (2) Coda

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-03-24 18:33:36
February 25 2015 18:32 GMT
#1
Coda 1.0
138x144
Published on NA , EU
WCS SEASON 2 LADDER MAP



[image loading]


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 +
[image loading]


Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

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[image loading]


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 +
nope , nope , nope
Author of Coda and Eastwatch.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 25 2015 18:37 GMT
#2
I love it. Grats.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 25 2015 20:46 GMT
#3
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.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Charoisaur
Profile Joined August 2014
Germany16062 Posts
February 25 2015 21:55 GMT
#4
love this map.
Sadly it didn't make top 3 at TLMC but i still hope it gets its deserved ladder spot.
Many of the coolest moments in sc2 happen due to worker harassment
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 25 2015 21:56 GMT
#5
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.
Cereal
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 26 2015 09:17 GMT
#6
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?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 24 2015 18:33 GMT
#7
finally.
Author of Coda and Eastwatch.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 24 2015 18:39 GMT
#8
Grats :D
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
March 24 2015 19:45 GMT
#9
Great news, congratulations!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 24 2015 20:13 GMT
#10
\ o /
Administrator~ Spirit will set you free ~
FlaShFTW
Profile Blog Joined February 2010
United States10361 Posts
March 24 2015 23:36 GMT
#11
amazing use of highground pods with bases on them. great usage of space and chokes. i cant find anything to criticize about this map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 25 2015 01:37 GMT
#12
Striking.

This is a great example of a simple idea executed flawlessly.

Really well done.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-03-25 03:46:57
March 25 2015 02:31 GMT
#13
[removed because reasons]

Congrats!
vibeo gane,
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 25 2015 13:29 GMT
#14
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!
Author of Coda and Eastwatch.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 25 2015 18:40 GMT
#15
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Superouman
Profile Blog Joined August 2007
France2195 Posts
March 25 2015 20:44 GMT
#16
Did you think to change the width of the ramps as on my edited picture?

[image loading]

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.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Timetwister22
Profile Joined March 2011
United States538 Posts
March 25 2015 22:46 GMT
#17
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]

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.
Former ESV Mapmaker | @Timetwister22
SwedenTheKid
Profile Joined July 2014
567 Posts
March 25 2015 23:02 GMT
#18
I second the change^
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 26 2015 02:14 GMT
#19
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.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
March 26 2015 04:50 GMT
#20
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.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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