• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:59
CEST 03:59
KST 10:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: Within Reach0[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 13-20): herO scores triple Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Bot on ladder BGH Auto Balance -> http://bghmmr.eu/ an AI researcher's take on the ladder bot [ASL22] Ro8 Preview: Within Reach StarCraft Human 'N' AI League
Tourneys
[ASL22] Ro8 Day 3 [Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Zero Warcraft III: The Frozen Throne Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9294 users

[M] Korhal Cove

Forum Index > SC2 General
Post a Reply
1 2 3 4 Next All
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2010-06-10 20:03:12
May 04 2010 02:15 GMT
#1
UPDATE: MAP IS NOW PUBLISHED (MAY 28TH 2010)
If you know how to fix any known issues. Thanks TL! HF!

[b]Biggest problem I'm having with is the Bridges. Units cannot cross the bridges.. there seems to be a pathing issue. Does anyone know how to resolve this problem?

(2)Korhal Cove
Two Players: 9 and 6 o'clock
BETA Design


KNOWN ISSUES THAT I NEED HELP WITH:
[spoiler]
The bridges arent walkable at the moment NEED EXPERT MAP EDITOR ADVICE

Minimap is totally disabled in game -> you click the minimap and it centers the screen towards the bottom left corner. I'm sure it has something to do with the options. Any Ideas?

The boundaries arent correct -> the map edge is supposed to be cut off by 10 mini grids. This also, I believe, can be fixed within simple option tweaks. If not please someone help me out.

Buildings can be lifted and dropped into the water WHICH IS A NO NO. I think I will just add some sort of unwalkable/unbuildable doodads or terrain to compensate for it.[/spoiler]

Current Version:
[image loading]
Map Legend:
[spoiler][image loading]
Blue = Watchtowers
Green = Start Locations
Orange = Destructible Rocks[/spoiler]

Outdated Version:
[spoiler][image loading]
Map Legend:
[spoiler][image loading][/spoiler]
Blue = Watchtowers
Green = Start Locations
Orange = Destructible Rocks[/spoiler]

Alpha Version:
[spoiler][image loading][/spoiler]
SCM (Original Map/Concept)
[spoiler][image loading][/spoiler]

Comments/Criticism appreciated.[spoiler][/spoiler]
Treatin' fools since '87
nTooMuch
Profile Blog Joined March 2010
United States127 Posts
Last Edited: 2010-05-04 02:21:14
May 04 2010 02:20 GMT
#2
looks like scrap station a bit. i like it, but the ledges behind the naturals would annoy the hell out of me. also it looks like reaper harass could be very effective.
zealing
Profile Blog Joined January 2009
Canada806 Posts
May 04 2010 02:22 GMT
#3
wasn't there already a post on this map? and i said wtf about the cliff behind the minerals? like its only good for siege tanks blocking off 1 entrance which he will most likely not be taking if he's going head on into a T army. other then that i wouldn't mind some custom melee matches on it.
Think you got lag? It took Jesus 3 days to respawn.
blabber
Profile Blog Joined June 2007
United States4448 Posts
May 04 2010 02:23 GMT
#4
Much better than any map Blizzard's ever made
blabberrrrr
knyttym
Profile Blog Joined December 2006
United States5797 Posts
May 04 2010 02:26 GMT
#5
it looks like a flipped paranoid android. Nice though
theshin2007
Profile Blog Joined March 2010
United States133 Posts
May 04 2010 02:26 GMT
#6
i feel like that high yield island could be taken advantage of by terran players.
sjon03
Profile Joined July 2009
United States231 Posts
May 04 2010 02:30 GMT
#7
The map is visually pleasing in terms of terrain and symmetry, very well made. Such huge main bases may invite proxy play. Not sure about balance, but I think this map would be enjoyable to play. Great work!
-Frog-
Profile Joined February 2009
United States514 Posts
May 04 2010 02:35 GMT
#8
On May 04 2010 11:26 theshin2007 wrote:
i feel like that high yield island could be taken advantage of by terran players.


Why could terran players abuse the island and not zerg or protoss?
powered by coffee, driven by hate.
nTooMuch
Profile Blog Joined March 2010
United States127 Posts
Last Edited: 2010-05-04 02:38:24
May 04 2010 02:37 GMT
#9
On May 04 2010 11:35 frog HERO wrote:
Show nested quote +
On May 04 2010 11:26 theshin2007 wrote:
i feel like that high yield island could be taken advantage of by terran players.


Why could terran players abuse the island and not zerg or protoss?


fast expand float cc over. its safer than the natural in the early game

EDIT: sorry, you are correct. I didnt not see the destructible rocks
-Frog-
Profile Joined February 2009
United States514 Posts
May 04 2010 02:38 GMT
#10
On May 04 2010 11:37 nTooMuch wrote:
Show nested quote +
On May 04 2010 11:35 frog HERO wrote:
On May 04 2010 11:26 theshin2007 wrote:
i feel like that high yield island could be taken advantage of by terran players.


Why could terran players abuse the island and not zerg or protoss?


fast expand float cc over. its safer than the natural in the early game


There are destructible rocks, you wouldn't be able to land the command center.
powered by coffee, driven by hate.
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2010-05-04 02:39:08
May 04 2010 02:38 GMT
#11
On May 04 2010 11:26 theshin2007 wrote:
i feel like that high yield island could be taken advantage of by terran players.


Judging by the picture there are rocks blocking Terran from simply floating a CC to the island if that is what you were getting at.

Edit: Beaten >_>
ghen
Profile Blog Joined March 2010
United States1356 Posts
Last Edited: 2010-05-04 02:58:24
May 04 2010 02:56 GMT
#12
Hopefully that island is raised or can't be seen from the sides to avoid blink.. I'd much prefer seeing the main bases shrunk a bit around the island to avoid blinking to that island.

I really like the design though. The bridge layout is exactly like paranoid android which will be fun.

Another thought would be to put the watchtowers on either a higher or lower ground than the main walkway to create more strategy using them.
Aurdon
Profile Blog Joined April 2010
United States2007 Posts
May 04 2010 03:02 GMT
#13
When I first saw the map(without the legend), I was thinking the spawning points would be in the 5 o'clock and 11 o'clock. Seemed to make more sense. Starting points farther away, less likely to get cheesy air raids, makes it so the expansions go into more exposed locations closer to enemy. Also gives two choices/strategies as to which direction a player might expand. Also, the current build seems to make it so that the expansion moves away from the enemy to a more secure location, and that seems opposite of what most traditional maps people have used in the past.

Just a thought.

d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
May 04 2010 03:14 GMT
#14
On May 04 2010 12:02 Aurdon wrote:
When I first saw the map(without the legend), I was thinking the spawning points would be in the 5 o'clock and 11 o'clock. Seemed to make more sense. Starting points farther away, less likely to get cheesy air raids, makes it so the expansions go into more exposed locations closer to enemy. Also gives two choices/strategies as to which direction a player might expand. Also, the current build seems to make it so that the expansion moves away from the enemy to a more secure location, and that seems opposite of what most traditional maps people have used in the past.

Just a thought.




Hmm I like this 5/11 idea.
Hi.
Ayestes
Profile Joined April 2010
United States106 Posts
May 04 2010 03:39 GMT
#15
With the destructible rocks, the current locations are much further (ground distance) away from each other then the 5/11 positions. These natural expansions are very close in terms of ground distance, and have two paths into them if the rocks are taken out. Too precarious for a starting position. The final non-gold expansion is very open. I think, the methodical map layout currently in terms of starting locations are very strong and excellent as they are. I even love the Xel'naga tower placement.

The only issue is the close air distance. That, is a unique element in it's own right however. I personally love this map.
Would you kindly?
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
May 04 2010 03:42 GMT
#16
very very nice. I think defending the mains would be kinda annoying though, because there's so much space in the "main"
Peaked at C- on ICCUP and proud of it! @Sunyveil
Tropics
Profile Joined August 2007
United Kingdom1132 Posts
May 04 2010 03:46 GMT
#17
this looks cool, but some of the geyser placement is whack. The 9 base has them pointing towards the ramp but the 6 base doesn't. And the ones in the nat look like they block off the choke quite a bit as well. For the main it looks like they're quite a bit away from your CC as well. Maybe it's just because I'm seeing it so zoomed out.

Anyway, looks totally awesome apart from those niggles. Excellent map.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 04 2010 05:29 GMT
#18
I'm going to shift the natural mineral line etc a bit in the next edit.

NOTE for the Main bases: THe mains appear larger than they are. THe boundaries actually cut off a good portion of the mains so much of the area surrounding the edge of the map are unwalkable/unbuildable.
Treatin' fools since '87
Bosu
Profile Blog Joined June 2008
United States3247 Posts
May 04 2010 05:32 GMT
#19
On May 04 2010 12:02 Aurdon wrote:
When I first saw the map(without the legend), I was thinking the spawning points would be in the 5 o'clock and 11 o'clock. Seemed to make more sense. Starting points farther away, less likely to get cheesy air raids, makes it so the expansions go into more exposed locations closer to enemy. Also gives two choices/strategies as to which direction a player might expand. Also, the current build seems to make it so that the expansion moves away from the enemy to a more secure location, and that seems opposite of what most traditional maps people have used in the past.

Just a thought.



This is what I thought too. With spawns like this its like a mix between paranoid android and medusa. I would definitely prefer it with spawns like that to make it more unique.
#1 Kwanro Fan
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 04 2010 05:36 GMT
#20
What about if I add a very low yield expansion on the high ground behind the natural? One geyser, 5 mineral patches?
Treatin' fools since '87
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Grand Finals
CranKy Ducklings107
LiquipediaDiscussion
OSC
23:00
OSC Masters Cup #151 Qualifier
davetesta28
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 233
StarCraft: Brood War
Britney 10979
White-Ra 13
Dota 2
monkeys_forever917
NeuroSwarm187
febbydoto24
League of Legends
Doublelift6016
JimRising 644
Counter-Strike
minikerr26
Super Smash Bros
hungrybox822
Other Games
summit1g9995
Maynarde212
ArmadaUGS62
Mew2King41
Organizations
Other Games
gamesdonequick410
BasetradeTV200
StarCraft: Brood War
Kim Chul Min (afreeca) 7
[ Show 10 non-featured ]
StarCraft 2
• Hupsaiya 89
• Letter143
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Afreeca Starleague
8h 1m
Soma vs Jaedong
WardiTV Weekly
9h 1m
Monday Night Weeklies
14h 1m
Sparkling Tuna Cup
1d 8h
Afreeca Starleague
1d 8h
Leta vs Soulkey
PiGosaur Cup
1d 22h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
3 days
CranKy Ducklings
5 days
[ Show More ]
Online Event
5 days
FEL
5 days
BSL: Ladder Tournament
5 days
Sparkling Tuna Cup
6 days
BSL Open Qualifier
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

Proleague 2026-09-27
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.