![[image loading]](http://i.imgur.com/WjnVQLl.jpg)
Officially uploaded to [NA] [EU] [KR]
Map Details
Name DF Korosen Sei
Version 1.0 (07/09/2015)
Bounds 168x168
Bases 16 Normal Yield
Rocks 8
Old WIP, don't mind the name... I've been watching a show.
Eye Candy
| Forum Index > SC2 Maps & Custom Games |
|
eTcetRa
Australia822 Posts
![]() Officially uploaded to [NA] [EU] [KR] Map Details Name DF Korosen Sei Version 1.0 (07/09/2015) Bounds 168x168 Bases 16 Normal Yield Rocks 8 Old WIP, don't mind the name... I've been watching a show. Eye Candy | ||
|
Avexyli
United States711 Posts
It looks really nice up close, but the 90 degree overview makes the textures blend a little much. Perhaps the Haven Dirt texture could be replaced with a darker, contrasting texture? | ||
|
LS
Korea (South)145 Posts
| ||
|
sTYleZerG-eX
Mexico473 Posts
| ||
|
The_Templar
your Country52798 Posts
| ||
|
OtherWorld
France17333 Posts
| ||
|
monitor
United States2409 Posts
| ||
|
Superouman
France2195 Posts
| ||
|
IeZaeL
Italy991 Posts
On September 07 2015 05:49 Superouman wrote: Double backdoors, double the amount of tears from the community Its all a plan, once you reach the critical number of backdoors people will start to like them! | ||
|
RFDaemoniac
United States544 Posts
I'm really liking the maps that I've seen with a ramp that goes down into the natural mineral line. Big ups this is really interesting. | ||
|
eTcetRa
Australia822 Posts
On September 07 2015 09:05 RFDaemoniac wrote: Can tanks shoot over the natural walls into the mineral line? Wouldn't be fun if they couldnt! :D | ||
|
-NegativeZero-
United States2142 Posts
| ||
|
MorDka
Poland543 Posts
| ||
|
eTcetRa
Australia822 Posts
On September 08 2015 04:58 MorDka wrote: This map is a nightmare to Protoss, maybe in legacy it will work with the new planetary photon pylon PPP It was initially designed for lotv but the beta has changed so much since i started this map. | ||
|
meatpudding
Australia520 Posts
| ||
|
ScorpSCII
Denmark499 Posts
| ||
|
joshie0808
Canada1024 Posts
On September 07 2015 01:10 eTcetRa wrote: Old WIP, don't mind the name... I've been watching a show. ] Assassination classroom? Map looks cool, definitely strikes me as a LOTV map when I looked at it.. not sure why tho. | ||
|
eTcetRa
Australia822 Posts
On September 10 2015 02:18 joshie0808 wrote: Show nested quote + On September 07 2015 01:10 eTcetRa wrote: Old WIP, don't mind the name... I've been watching a show. ] Assassination classroom? Map looks cool, definitely strikes me as a LOTV map when I looked at it.. not sure why tho. Yup I enjoyed AC and found the teacher Koro Sensei quite hilarious. | ||
|
Pontius Pirate
United States1557 Posts
On September 07 2015 06:27 IeZaeL wrote: Show nested quote + On September 07 2015 05:49 Superouman wrote: Double backdoors, double the amount of tears from the community Its all a plan, once you reach the critical number of backdoors people will start to like them! I've never not liked them, but what do I know? I'm just a filthy roach all-inner. | ||
|
Uvantak
Uruguay1381 Posts
Regarding the aesthetics it looks simply gorgeous, but my biggest grief is that the map is not clear and visible enough from the overview, and I fear that if the map gets to ladder the aesthetics will be changed just like Yeonsu was ;_; | ||
|
EatThePath
United States3943 Posts
On September 11 2015 05:49 Uvantak wrote: I love the map etcetra, it is pretty cool the system you set up to use the space around the main bases that otherwise would go to waste while allowing for 3rd bases to be slightly easier to hold, I'm still concerned about pushes across the tight choke, specially with terrain control units, or timing attacks. Maybe add a set of collapsible rocks on the choked pathways? It would make harass weaker but it may help under other situations that I spoke about. Regarding the aesthetics it looks simply gorgeous, but my biggest grief is that the map is not clear and visible enough from the overview, and I fear that if the map gets to ladder the aesthetics will be changed just like Yeonsu was ;_; My thoughts too. Also, nat2nat? Seems like it might be a little aggressively short. | ||
|
eTcetRa
Australia822 Posts
Uvantak, I did play around with collapsible rocks in those pathways but decided against it for some reason I cannot remember. I'll play around with re idea again and post some images. Thanks for the feedback everyone. This is my last map until lotv release, maybe a short while afterward. | ||
|
Fatam
1986 Posts
Interesting concept, in its execution and simplicity, I like the idea of collapsible rocks here. I think it might actually be the most interesting to put a pair of them at the NAT choke instead of other places. Opens up all sorts of weird shenanigans and sort of addresses the nat2nat thing. | ||
|
eTcetRa
Australia822 Posts
On September 08 2015 10:24 meatpudding wrote: Is it possible to do that rush with pylon on the high ground, cannon on the low ground (behind rocks)? To a degree, yes. Though the cannons are at max distance from the high ground pylon. So things like marines, queens and the like would be safe killing the pylon. I don't think it would be too strong so I left it in. Here's a picture of the options: ![]() ![]() Also, Uvantak, here is what I come up with for collapsible rocks: ![]() ![]() And ETP/Fatam the close n2n rush distance is 40sec. | ||
|
EatThePath
United States3943 Posts
40 isn't too bad actually. Though it's compounded by the fact that the 3rd is pretty close too (even if you go "away") and basically controlled by the nat choke and immediate area. You can break main rocks and have a line to your 3rd that way but the attacker vs defender walk distance is absurdly favored. I assume this map would play super aggressive for it's first few months of pro play but it might settle into some really cool stuff eventually. Not really any actionable observations here just my thoughts. | ||
|
eTcetRa
Australia822 Posts
On September 12 2015 03:51 EatThePath wrote: I love the idea of having collapsible rocks at the nat choke, but that would make this map almost arkenoid levels of weird. Perfect opportunity for it though, imo. That's an interesting idea, and I've thought about a few variations from it. Might make a couple mock ups and see how it looks anyway! | ||
|
-NegativeZero-
United States2142 Posts
| ||
|
| ||
|
sTYleZerG-eX
Mexico473 Posts
| ||
|
NewSunshine
United States5938 Posts
| ||
|
eTcetRa
Australia822 Posts
| ||
|
GiveMeCake
148 Posts
On September 07 2015 01:25 Avexyli wrote: Oh cool this map is finished. It looks really nice up close, but the 90 degree overview makes the textures blend a little much. Perhaps the Haven Dirt texture could be replaced with a darker, contrasting texture? The overview is literally a non-issue here. Just goes to show how many people open a thread and judge a map solely by it's overview. | ||
|
EatThePath
United States3943 Posts
When did cat shit get so pretty? | ||
| ||
StarCraft 2 StarCraft: Brood War Britney Dota 2Bisu Sea Horang2 EffOrt actioN ggaemo BeSt Soma Larva [ Show more ] Counter-Strike Other Games singsing2243 B2W.Neo876 Beastyqt846 crisheroes320 Happy261 Hui .194 monkeys_forever104 Mew2King92 QueenE87 ArmadaUGS77 elazer74 ZerO(Twitch)16 fpsfer |
|
Replay Cast
RSL Revival
Classic vs Solar
herO vs SHIN
OSC
Korean StarCraft League
RSL Revival
Clem vs Rogue
Bunny vs Lambo
IPSL
Dewalt vs nOmaD
Ret vs Cross
BSL
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
Cure vs herO
SHIN vs Maru
IPSL
Bonyth vs Napoleon
G5 vs JDConan
BSL
OyAji vs JDConan
DragOn vs TBD
[ Show More ] Replay Cast
Monday Night Weeklies
Replay Cast
The PondCast
GSL
Replay Cast
GSL
|
|
|