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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]](http://img263.imageshack.us/img263/6329/2korhalcove20.jpg) Map Legend: [spoiler]![[image loading]](http://img175.imageshack.us/img175/6765/2korhalcove20legend.jpg) Blue = Watchtowers Green = Start Locations Orange = Destructible Rocks[/spoiler]
Outdated Version: [spoiler]![[image loading]](http://img46.imageshack.us/img46/3474/2korhalcove.jpg) Map Legend: [spoiler] [/spoiler] Blue = Watchtowers Green = Start Locations Orange = Destructible Rocks[/spoiler]
Alpha Version: [spoiler] [/spoiler] SCM (Original Map/Concept) [spoiler] [/spoiler]
Comments/Criticism appreciated.[spoiler][/spoiler]
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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.
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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.
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Much better than any map Blizzard's ever made
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it looks like a flipped paranoid android. Nice though
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i feel like that high yield island could be taken advantage of by terran players.
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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!
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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?
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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
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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.
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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 >_>
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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.
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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.
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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.
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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.
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very very nice. I think defending the mains would be kinda annoying though, because there's so much space in the "main"
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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.
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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.
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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.
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What about if I add a very low yield expansion on the high ground behind the natural? One geyser, 5 mineral patches?
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I really like this map. It's pretty.
A very low yield expansion sounds interesting.
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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.
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Scrap station v2
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Anyone willing to get a few games on this map? PM me or Add me on Battle.net 2.0 (NastyMarine)
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United States4126 Posts
Looks like you can blink stalkers from main-island-main like in scrap station
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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).
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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.
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Woah!!! You did everything that I adviced to you! Awsome! =D. Map looks solid now :>, will try it out! ;]
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Looking for people to test on North American server. Add me: NastyMarine.nicholas
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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.
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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.
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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
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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.
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This is what PA looks like reversed:
![[image loading]](http://www.panschk.de/mappage/map_thumbnails/(2)ReversePA.jpg)
I did this about 3 years ago.
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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! ^^'
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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 +
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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.
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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!
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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??
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On May 04 2010 11:26 kNyTTyM wrote: it looks like a flipped paranoid android. Nice though
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i like the island/top right contested gold expos should be juicy wish i had sc2
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On May 28 2010 19:43 MasterReY wrote: 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??
Your probably right. When making the map I just wanted to set up the main positions first by copy/pasting the mineral lines. Its just so happened that I forgot to rotate the minerals to accurately parallel the 6 o clock position
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KNOWN ISSUES THAT I NEED HELP WITH:
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.
The bridges arent walkable at the moment as well.
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BEAUTIFUL map. Seriously. Nice work.
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I like find it to be very pretty and very innovative, nice work.
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this seems like a VERY terran biased map. i'd like to see any non-cheese win for zerg against a competent terran on this. pvt would be AWESOME, though.
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I really like the 5/11 idea i think just do that and id really like to play it
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Can't you paint the "no pathing" flag onto the water, i know most people use terrain under the bridges and paint it "no building".
Hope this helps. I'm assuming you are already fixing the mains. Don't make it too tight, z might have problems getting surrounds.
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I fixed the main gas issue in the new version but i wont publish it until i can resolve the issue with the bridges. Units at the moment cannot cross the bridges - some sort of pathing issue that I dont know how to fix... Any thoughts?
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On May 29 2010 10:22 emikochan wrote: Can't you paint the "no pathing" flag onto the water, I know most people use terrain under the bridges and paint it "no building".
Hope this helps. I'm assuming you are already fixing the mains. Don't make it too tight, z might have problems getting surrounds.
I just answered that...
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tested the map earlier, really liked what i saw, until i realized that the bridges aren't usable. You have to either put land under the doodad, or have no doodad at all. otherwise, i love the map, far better than any of the default maps.
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I'm not aware of your exact sizings etc but looking at it it still looks like the rush distance around the nat through the first bridge seems rather short for zerglings etc. Is this a possibility or is the distance sufficient?
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this looks like a C&C map...
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On May 29 2010 06:33 NastyMarine wrote: KNOWN ISSUES THAT I NEED HELP WITH:
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? This has happened to me watching a replay on just a normal blizzard map so it might just be a bug mate, not necessarily you.
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On June 01 2010 13:04 Tone_ wrote: I'm not aware of your exact sizings etc but looking at it it still looks like the rush distance around the nat through the first bridge seems rather short for zerglings etc. Is this a possibility or is the distance sufficient?
its longer than on steps of war so you will do fine against lings.
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this map looks sooooooo good
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tried ti play it, but cannot without the bridges working. You must fix this issue.
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Does anyone know how to make bridges walkable from one coastal cliff to another? the only way I can achieve it (units passing over the bridge) is if I add the same height terrain underneath the bridge which ruins the aesthetics as it appears for there to be no need for a ramp that way.. help?
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Look it up on sc2mapster. I believe i saw a bridge tutorial somewhere there.
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Yeah i dont understand it. Either its too vague or I'm not familiar with the steps involved.
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The only thing i dont like (which is super freakin minor anyway) is that the gas at the 9 o'clock main is on top of the minerals. I think you should switch that to make it mirror the other side being as the minerals are closer to the ramp at the 6 o'clock while at the 9 the gas is closer to the ramp. otherwise looks good.
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Yea I actually fixed that issue in the newest update but i never updated the picture.
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That is a Really cool map.. Can't wait to use it when Beta's back! I'd also have to agree with previous posters about the 5/11 Idea. Very intricate and varied strategies available from those points.
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Tagging this thread for future reference.
When I saw the first map I was really curious which location would be the mains because it changes the dynamic a lot. I also think the 5/11 locations should be considered as mains but only the ones at the low ground with two gas guysers. Using the high ground 5/11 makes the expansion decisions less intricate.
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Looks like an upside down scrap station to me.
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