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[M] Korhal Cove - Page 2

Forum Index > SC2 General
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Kanil
Profile Joined April 2010
United States1713 Posts
May 04 2010 05:43 GMT
#21
I really like this map. It's pretty.

A very low yield expansion sounds interesting.
I used to have an Oz icon over here ---->
Iri
Profile Joined January 2010
150 Posts
Last Edited: 2010-05-04 05:48:08
May 04 2010 05:43 GMT
#22
On May 04 2010 11:38 frog HERO wrote:
Show nested quote +
On May 04 2010 11:37 nTooMuch wrote:
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.


Which actually strikes me as a bit of a problem... zerg can clear/build this base for the cost of a nydus worm using units they would build normally and without a significant investment of army time. Throw the roaches in the network, blow the rocks, jump back through. Protoss may be able to do something similar with blink. If not, zerg has a clear advantage, as terran and toss would both be able to clear with units built for standard play, but would have to commit army time... somewhat substantial army time, in the case of a toss w/ only one prism.

Can you weaken the rocks? Just enough hp to prevent a cc from landing 5 scvs and clearing a spot, but not enough that a banshee or prism w/ immortal couldn't clear 'em in just a few seconds should even things up.

Other than that I like it. Easy to defend late early game reaps... just park a stalker/roach/maraud on the bridge so they have to go around. The bridges reduce the possibility of some specific timing attack types... for instance, a colossus push would be massive fail... and favor ranged army composition, but... nothing new there. And early/mid-game would be interesting because of all the proxy potential.
Opportunities multiply as they are seized. -Sun Tzu
CryGirl1921
Profile Joined February 2010
Poland78 Posts
May 04 2010 05:49 GMT
#23
Scrap station v2
BluBla
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 04 2010 05:59 GMT
#24
Anyone willing to get a few games on this map? PM me or Add me on Battle.net 2.0 (NastyMarine)
Treatin' fools since '87
Kinky
Profile Blog Joined September 2008
United States4126 Posts
May 04 2010 06:56 GMT
#25
Looks like you can blink stalkers from main-island-main like in scrap station
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 04 2010 07:01 GMT
#26
Update:

Added two low yield expansions behind the naturals. These minerals are only 750 a piece and the lone gas nodes are 1250.

I updated the Map Legend to pin point all the destructibles.

Terrain decoration enhanced (particularly some Dark sand transitions and the 12 o'clock area).
Treatin' fools since '87
Risen
Profile Blog Joined March 2010
United States7927 Posts
May 04 2010 07:14 GMT
#27
Agreed that starting points should be at 5/11 positions. The distance isn't that great, but I feel like this gives a much better "flow" to the map. On the other hand, maybe you want to prevent T from having too big of an advantage because it seems that would be ridiculously easy to turtle up as a starting base.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
May 04 2010 07:54 GMT
#28
Woah!!! You did everything that I adviced to you! Awsome! =D. Map looks solid now :>, will try it out! ;]
IMBA - International Mountain Bicycling Association.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 04 2010 19:54 GMT
#29
Looking for people to test on North American server. Add me: NastyMarine.nicholas
Treatin' fools since '87
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 04 2010 19:58 GMT
#30
Have there been ANY maps made thus far without so much friggin' clutter everywhere? What happened to SC1 map style.... I hated all SC2 maps made by Blizzard thus far, and I'm disliking all user made maps too because they are making it so cluttered and choke-like. Even the remakes of the SC1 maps seem to be more cluttered or smaller or something.
Chriamon
Profile Joined April 2010
United States886 Posts
Last Edited: 2010-05-04 20:10:36
May 04 2010 19:58 GMT
#31
This looks like just a remake/change of paranoid Android/Scrap Station. Was that the intention?

Also, the expo connected to your main would be VERY easy to secure. I think you should add a ramp (or at least destructable rocks).

EDIT: Looking at it, the rush distance by ground is also very short. Perhaps one of the shortest of any map. Reapers could get in extremely quickly.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 04 2010 19:58 GMT
#32
this map totally reminds me of the SC1 demo map where you could only play TVT unless you had a hacked client or something like that
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
CowGoMoo
Profile Joined December 2006
United States428 Posts
Last Edited: 2010-05-04 20:10:51
May 04 2010 20:09 GMT
#33
On May 04 2010 11:26 kNyTTyM wrote:
it looks like a flipped paranoid android. Nice though

I always think of PA when I look at ScrapStation.

The textures on this map make me think its on fire or something.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 04 2010 20:22 GMT
#34
This is what PA looks like reversed:
[image loading]

I did this about 3 years ago.
Treatin' fools since '87
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
May 04 2010 20:30 GMT
#35
I like the fact of having key-positions that will reward players for securing positions on the Map and not just turtelling on 1 or 2 bases.
Also, I guess it's big enough to not reward rushing and timing-attacks as much and the Nat is fairly easy to defend early on.
The only Problems I have with the Map is the very short Air-Distance, which will definitely lead to Banshee/VoidRay/Muta-abuse and the fact that kinda having two Naturals will be easier to abuse for Zerg...

But I'd much rather play this Map than any of the Maps Blizz has spewed out so far! ^^'
https://soundcloud.com/thesamplethief
nimbim
Profile Blog Joined June 2009
Germany985 Posts
May 04 2010 20:38 GMT
#36
I think Z could have some positioning problems, because the paths are too shallow.

I suggest shortening the bride and shorten the small cliffs behind the expos, they could be extended as indicated.
+ Show Spoiler +

[image loading]
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2010-05-04 20:55:04
May 04 2010 20:51 GMT
#37
I'm not sure if its necessary to shorten the bridge. I mean it would add more space for flanking at those watchtowers but there are already three routes to enter those areas (one blocked off by a total of two destructible rocks at the naturals on each side).

My main concern is that I want more emphasize on the 12, 1, 2, and 3 o'clock positions that way the short distance route (the narrow bridge) isn't always the correct route to take.
Treatin' fools since '87
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
May 04 2010 20:52 GMT
#38
Map is shiny =D.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 28 2010 09:59 GMT
#39
My first SC2 map ever published! comments? suggestions? know how to fix any bugs that I have overlooked? Please give me a shout in this thread or PM

thanks tl!
Treatin' fools since '87
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
May 28 2010 10:43 GMT
#40
why are the geysirs in the mains different? makes completely no sence.
9o'clock has the geysirs in the way to build production buildings near ramp.

why not make mains the same??
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
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