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[M] (2) Korhal Frozen City

Forum Index > SC2 Maps & Custom Games
Post a Reply
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 17 2018 19:19 GMT
#1
[image loading]

Published as: DF Korhal Frozen City
(NA) (EU) (KR) - Version 0.1



Cities like the capitol of Augustgrad, nested at the heart of the Dominion, stand as the pinnacle of Terran advancement, but this isn't as true everywhere. On the northern outskirts, this city lay as a battered, but still-beating heart of Terran defense operations. As the endless Winter closes in, see if you can take advantage of what it still has to offer...

+ Show Spoiler +
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Map Size: 136x136
Base Count: 14
0 Xel'Naga Towers


Leave your feedback in the tray. GLHF!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
nesta-kun
Profile Joined June 2017
Denmark26 Posts
June 17 2018 19:48 GMT
#2
Love me some KFC! - Seriously though, I like the use of top level cliffs in top-left and bottom-right corners, it's not seen often enough imo.

I'm a little worried about the options for attacking, it seems that only attacking down the middle in the early game is viable, if you try to hit one of the 3rd locations from the flanks you are gonna have a hard time to get back in time for a potential counter attack. Maybe, putting rocks in the center, to make the nat2nat path less straight?

All in all I love the map though, been missing a good Ice/Black texture set since Neo Planet S and King Sejong Station.
TLMC9 Finalist - Creator of Acid Plant
FErnando141
Profile Blog Joined July 2014
8 Posts
June 18 2018 13:47 GMT
#3
Haven't played it but I love it!
The asthethics are amazing!, the map design is a fun and fresh standard design. It reminds me of the good old King Sejonj Station, not for any particular reason. Snowy maps automaticaly reminds us of KSS.
Overall, bravo!!!

What to improve: I predict that units will move too much going up and down the middle of the map. As a result, the sides may not see much play besides drops moving around and in lategame.
Idk if is necessary to change that, but is something to look out. Just a way to encourage pathing towards the sides, and not just the middle could be to remove the side rocks (in front of the 4th or 5th, depending on how u take them), or make them smaller chokes with rocks, but with a gap open so you can move around more fluidly throuoght the map. Although I prefer to remove those rocks entirely.
The top left and bottom right could use a sensor tower? Just to spot drops?
I only suggest this cause that higher ground looks very bare, very empty, and I question: would units ever move over there? I believe a gold base with rocks in the middle is the best move to fill it in in a natural way. If not for a base existing there, why should my units go over there? U know what i mean?

The name could change to some other korean elder man or important figure, kinda like a reference to KSS. And because of that, people might even like it more haha!

Maybe a little bit of an ice blue glow (could be neon glow) in some places, just to reinforce the idea of an icy map?

I'm glad you made a snowy map since there's a spot for one of this in the ladder. People love good snowy maps (KSS, Neon Planet, Frost)

Anyways, fun map!
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2018-06-18 17:04:17
June 18 2018 17:03 GMT
#4
This being my first pass at the map, I'm still considering some modifications. I was, for instance, thinking of probably just taking the rocks out altogether, making it a very no-frills kind of standard map and opening up the flow, since that seems to be a concern. And if the time came to submit to a map contest, for instance, I'm probably gonna come up with a better name too.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Aunvilgodess
Profile Joined May 2016
954 Posts
June 18 2018 17:47 GMT
#5
Personally I am a fan of more clear possession of the corner bases for each player, such that they are realistically defendable without having to place your army in that corner.
themusic246
Profile Joined December 2012
United States213 Posts
June 19 2018 14:48 GMT
#6
Looks awesome. Id also like to see the rocks on the sides removed for better mobility/variation in attack paths as others mentioned.

Yum
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Antares777
Profile Joined June 2010
United States1971 Posts
July 02 2018 21:14 GMT
#7
I agree that the rocks should be removed to make the map more open.
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
July 06 2018 15:44 GMT
#8
I like this one a lot. That's all lol.
Blunder Man doing everything thing a blunder can.
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