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[M](2) Korosen Sei

Forum Index > SC2 Maps & Custom Games
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eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2015-09-06 16:11:36
September 06 2015 16:10 GMT
#1
[image loading]

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


+ Show Spoiler [Click for images] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Retired Mapmaker™
Avexyli
Profile Blog Joined April 2014
United States694 Posts
September 06 2015 16:25 GMT
#2
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?
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
LS
Profile Joined March 2011
Korea (South)145 Posts
September 06 2015 16:29 GMT
#3
Good work =)
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
September 06 2015 17:04 GMT
#4
Very nice
10%
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 06 2015 19:22 GMT
#5
Not much to say except that we need to see this played soon. ^^
Moderatorshe/her
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
September 06 2015 19:42 GMT
#6
5/5 would watch pro games on it
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
monitor
Profile Blog Joined June 2010
United States2404 Posts
September 06 2015 20:47 GMT
#7
It's rare to find a creative 4p map that works well, good job!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Superouman
Profile Blog Joined August 2007
France2195 Posts
September 06 2015 20:49 GMT
#8
Double backdoors, double the amount of tears from the community
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
September 06 2015 21:27 GMT
#9
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!
Author of Coda and Eastwatch.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 07 2015 00:05 GMT
#10
Can tanks shoot over the natural walls into the mineral line? An early tank push through the skinny outside against non-cross positions would be interesting to see. Dunno how I would play against that.

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
Profile Joined November 2010
Australia822 Posts
September 07 2015 06:07 GMT
#11
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
Retired Mapmaker™
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
September 07 2015 06:37 GMT
#12
i liked it better with the 4 additional high grounds and the sand textures... still a very interesting map though.
vibeo gane,
MorDka
Profile Joined October 2012
Poland543 Posts
September 07 2015 19:58 GMT
#13
This map is a nightmare to Protoss, maybe in legacy it will work with the new planetary photon pylon PPP
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 08 2015 00:35 GMT
#14
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.
Retired Mapmaker™
meatpudding
Profile Joined March 2011
Australia520 Posts
September 08 2015 01:24 GMT
#15
Is it possible to do that rush with pylon on the high ground, cannon on the low ground (behind rocks)?
Be excellent to each other.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
September 08 2015 21:35 GMT
#16
So cool. Love it.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
joshie0808
Profile Blog Joined March 2011
Canada1023 Posts
September 09 2015 17:18 GMT
#17
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
Profile Joined November 2010
Australia822 Posts
September 10 2015 00:40 GMT
#18
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.
Retired Mapmaker™
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
September 10 2015 07:20 GMT
#19
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.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
September 10 2015 20:49 GMT
#20
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 ;_;
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 11 2015 03:16 GMT
#21
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.
Comprehensive strategic intention: DNE
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 11 2015 07:22 GMT
#22
Currently at work but when get home I'll edit this post and OP with rush distances and some close ups of the back doors with pylons etc.

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.
Retired Mapmaker™
Fatam
Profile Joined June 2012
1986 Posts
September 11 2015 07:49 GMT
#23
N2N close positions does look pretty dicey. If you change it to cross only then the XNT is probably too powerful, yet necessary to have vision of the straight shot from nat to nat. Maybe change it to a 2p and then put 1 XNT on either side of the platform instead of in the middle of it. Although if the main attraction of the map was close positions then ignore this paragraph.

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.

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
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 11 2015 11:19 GMT
#24
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:


[image loading]

[image loading]


Also, Uvantak, here is what I come up with for collapsible rocks:

[image loading]

[image loading]

And ETP/Fatam the close n2n rush distance is 40sec.
Retired Mapmaker™
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 11 2015 18:51 GMT
#25
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. I'll steal that idea if you don't XD

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.
Comprehensive strategic intention: DNE
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 12 2015 09:58 GMT
#26
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!
Retired Mapmaker™
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
September 20 2015 04:23 GMT
#27
something i just thought of: you should change the orientation of 2 of the natural mineral lines so that the map is reflectionally symmetrical, so players in close spawns share the same vulnerability to the resources at the nat.
vibeo gane,
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 24 2015 11:16 GMT
#28
Something like this?

[image loading]
Retired Mapmaker™
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 24 2015 15:27 GMT
#29
those look nice
10%
NewSunshine
Profile Joined July 2011
United States5938 Posts
October 24 2015 16:46 GMT
#30
Looks like cat shit.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 25 2015 03:22 GMT
#31
Thats what I was going for. Thanks! :D
Retired Mapmaker™
GiveMeCake
Profile Joined October 2010
148 Posts
October 25 2015 07:44 GMT
#32
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.
I had a dream I moved to Korea to become a GSL champion. I slept in PC bangs and practiced only vs the PC. I named my self Death and faced Life in the finals. I beat him, but ended up dying as I killed his last building.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 27 2015 17:12 GMT
#33
New nat setup looks cool. Hope this map stays in the running for.. whatevers comin.

When did cat shit get so pretty?
Comprehensive strategic intention: DNE
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