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[M] (2) Coda

Forum Index > SC2 Maps & Custom Games
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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]

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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
Germany16008 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 States10233 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
Timetwister22
Profile Joined March 2011
United States538 Posts
March 26 2015 05:04 GMT
#21
On March 26 2015 11:14 EatThePath wrote:
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.


Your 'issue' with a 'too strong forward fourth' already exists on this map with the central pod fourths. Don't let the large diagonal rocks fool you into thinking they make the base harder to take, as a 3 base army will destroy them in seconds. Once the rocks are down, you are left with essentially the 'problem' you just described. You'd have a fourth that makes for a super close staging point that covers your third, and you can even build the CC at the third and float it to the fourth ezpz. Just saying, the current forward fourth is exactly what you just described.

What this change would do is create a choice in the fourth base, making for more dynamic play. Each fourth would be viable, and each one exposes or defends different paths. Thus, making the map less boring and stuff.

As a side note, I would not consider that base a 'forward third' either. Maybe that was just a misnomer you used to describe the base, but even with Super's idea, the base could not be a reliable third.
Former ESV Mapmaker | @Timetwister22
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 26 2015 05:10 GMT
#22
I was considering removing the rocks on the center highground, along with the changes superouman suggested. Would make even more interesting the attacker pathways. Do you agree?
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-03-26 05:25:10
March 26 2015 05:24 GMT
#23
Honestly it doesn't even matter, I doubt if it's possible to convince blizz to use a different map file at this point. The current version is almost certainly what's going to be played in every case.

But I do agree with Superouman/Timetwister's suggestions.
vibeo gane,
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 26 2015 05:34 GMT
#24
There is no chance of any changes being reflected in the ladder version.
Administrator~ Spirit will set you free ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 26 2015 06:24 GMT
#25
On March 26 2015 14:04 Timetwister22 wrote:
Show nested quote +
On March 26 2015 11:14 EatThePath wrote:
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.


Your 'issue' with a 'too strong forward fourth' already exists on this map with the central pod fourths. Don't let the large diagonal rocks fool you into thinking they make the base harder to take, as a 3 base army will destroy them in seconds. Once the rocks are down, you are left with essentially the 'problem' you just described. You'd have a fourth that makes for a super close staging point that covers your third, and you can even build the CC at the third and float it to the fourth ezpz. Just saying, the current forward fourth is exactly what you just described.

It's not exactly the same at all, lol? And what's with the 'tude, bro?

What this change would do is create a choice in the fourth base, making for more dynamic play. Each fourth would be viable, and each one exposes or defends different paths. Thus, making the map less boring and stuff.

It could definitely use some changes so it's less boring, which is why I actually would rather see a version with your change. However, my observation was to point out that it leads to an imba map imo.

As a side note, I would not consider that base a 'forward third' either. Maybe that was just a misnomer you used to describe the base, but even with Super's idea, the base could not be a reliable third.

Well obv. Just a way of naming it.




To your actual point though, there is a world of difference between the two forward 4th locations. The game would have to be in an already lopsided state for the farther pod to be an "easy" 4th. Once there, it's good for attacking the enemy maincliff base and general center/XNT presence but it's strictly not as good as your own maincliff for attacking the other enemy expansion sites, due to distances. (This is immediately clear from the overview.) It also makes you more vulnerable by stringing you out instead of clumping you up. Moreover, the ground distance to guard your entrances is sooo much longer than if you're at the maincliff 4th.

I like choices of expos though and aggressive expanding and the map needs something to spice it up, so I'd rather have the change than not because I'm not a fan of the map anyway. It's an okay map and all, it's just a mildly improved Daybreak evolution with similar 5th base problems. Conventionally this is a bit anti zerg in a passive macro game but we have SH/spores now instead of BL/spines so mise.
Comprehensive strategic intention: DNE
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-04-02 16:21:25
April 02 2015 16:21 GMT
#26
Just to be clear about the main ramp bug , its an issue blizzard created and blizzard needs to fix it. I have no power there.
Author of Coda and Eastwatch.
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 06 2015 19:24 GMT
#27
The space cliff transitions

[image loading]
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
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 19:35 GMT
#28
I have already noticed it. If you look at my version , I used a custom cliff which worked flawlessly.I cant believe how much the blizzard "mapmakers" have fucked up.
They're just incompetent , I have no faith in them anymore.
Author of Coda and Eastwatch.
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2015-04-06 19:40:33
April 06 2015 19:37 GMT
#29
Maybe they are against the use of custom assets.

If they are, they can just place some Rock (Giant), variation 15 to hide the black squares
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
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 19:41 GMT
#30
Afaik Echo uses custom textures for the terrain , mine was just a changed cliff texture ( from grey to a orange tint ).
Author of Coda and Eastwatch.
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2015-04-06 19:46:04
April 06 2015 19:43 GMT
#31
On April 07 2015 04:41 IeZaeL wrote:
Afaik Echo uses custom textures for the terrain , mine was just a changed cliff texture ( from grey to a orange tint ).

Are you refering to the golden Castanar small tiles? Uvantak told me these are official but hidden textures like nilfheim

I just realized you didn't use space cliffs in the first place. That means some blizz guy intentionally switched them. wat
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
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 19:49 GMT
#32
Are you sure ? I remember uvantak created the texture by himself. I might be wrong though.
Also the HotS version still has the orange cliff tint.
Author of Coda and Eastwatch.
[PkF] Wire
Profile Joined March 2013
France24234 Posts
April 06 2015 19:49 GMT
#33
On April 07 2015 04:35 IeZaeL wrote:
I have already noticed it. If you look at my version , I used a custom cliff which worked flawlessly.I cant believe how much the blizzard "mapmakers" have fucked up.
They're just incompetent , I have no faith in them anymore.

Did you mail them about that ? Are we going to play Coda and Echo with blatant graphics issues ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 19:56 GMT
#34
they dont listen. my skype conversation with Psione is one-sided , lots of messages by me and zero by him.
Author of Coda and Eastwatch.
[PkF] Wire
Profile Joined March 2013
France24234 Posts
April 06 2015 20:00 GMT
#35
On April 07 2015 04:56 IeZaeL wrote:
they dont listen. my skype conversation with Psione is one-sided , lots of messages by me and zero by him.

That's really, really sad to hear. I hope those threads reach their eyes...
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 20:02 GMT
#36
I'll tell you the truth. They wont reach their eyes.
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 06 2015 20:08 GMT
#37
At least the coda cliff problem is only in the LotV version and not the version that's going on ladder soon - hopefully it stays that way...
vibeo gane,
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 07 2015 06:13 GMT
#38
On April 07 2015 05:08 -NegativeZero- wrote:
At least the coda cliff problem is only in the LotV version and not the version that's going on ladder soon - hopefully it stays that way...

I wouldn't be so sure about that d:
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
[PkF] Wire
Profile Joined March 2013
France24234 Posts
April 11 2015 18:13 GMT
#39
What kind of twisted pleasure does a mapmaker feel when he creates a map with only 2 closer mineral patches ? You're STARVING on that map, just like on Expedition Lost or Vaani. Seriously, make maps with 3 closer patches at least.
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 11 2015 19:56 GMT
#40
lol?
Author of Coda and Eastwatch.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
April 11 2015 20:17 GMT
#41
The one thing you didn't steal from muspel that you should have.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 27 2015 15:19 GMT
#42
Coda makes its debut to the WCS Challenger world with an amazing match - Snute vs Bly. Tune in NOW!
Author of Coda and Eastwatch.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 27 2015 15:28 GMT
#43
On April 12 2015 04:56 IeZaeL wrote:
lol?

#iezminerallines
"Not you."
brickrd
Profile Blog Joined March 2014
United States4894 Posts
June 17 2015 20:10 GMT
#44
coming in late with this, but i really wanted to say how much i adore the rocks on this map. almost every single time i play i find myself moving my army and wanting the rocks down at some point as well as having to strategically second guess the decision to open them, which imo is perfect rocks function
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24234 Posts
June 17 2015 22:28 GMT
#45
On June 18 2015 05:10 brickrd wrote:
coming in late with this, but i really wanted to say how much i adore the rocks on this map. almost every single time i play i find myself moving my army and wanting the rocks down at some point as well as having to strategically second guess the decision to open them, which imo is perfect rocks function

I agree. And we should relish one of the last solid maps standing in this chaos of a map pool.
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