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[SC2 Map] Neo Kulas Ravine - Page 2

Forum Index > SC2 General
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SirNeb
Profile Blog Joined April 2008
United States243 Posts
June 10 2010 03:24 GMT
#21
don't understand how the rocks connecting the bases work, they are behind the mineral lines? not a big fan of a lot of these changes, seems to limit strategies and doesn't really add much to the map.
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
Last Edited: 2010-06-10 03:53:06
June 10 2010 03:52 GMT
#22
On June 10 2010 12:24 SirNeb wrote:
don't understand how the rocks connecting the bases work, they are behind the mineral lines?


Your input is appreciated but could you clarify what you are talking about? Thanks!

Map updated with several recommended changes. Thanks a lot for the input everyone!
Nuda Veritas
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-10 04:08:32
June 10 2010 04:07 GMT
#23
On June 10 2010 12:52 VelRa_G wrote:
Show nested quote +
On June 10 2010 12:24 SirNeb wrote:
don't understand how the rocks connecting the bases work, they are behind the mineral lines?


Your input is appreciated but could you clarify what you are talking about? Thanks!

Map updated with several recommended changes. Thanks a lot for the input everyone!

I see you're using pathing blocker doodads~
In the editor, if you press the H key it will bring you to the pathing layer. From there, you can block ground units and buildings with 1x1 box precision. I have absolutely no idea how the pathing blocker doodads work, and thus I don't trust them when i have the pathing layer option

Also, data > export map image spits out much prettier and clear images than a screenshot can, as long as you have the patience to convert .tga to .jpeg with photoshop or something (just save the file as jpeg)

As the middle area is really the only way to get around the map other than the tiny choke rocks, I recommend using the pathing layer to make the area unbuildable, making a checkerboard of buildable and non-buildable squares so that zerg can still spread creep properly, but terrans can't cover the area in turrets and set up an unbreakable wall in the most important area of the map

The only big issue I've found with this is that you can't deploy an auto turret there either...

Here's a screenshot from my port of Fighting Spirit to show you what I mean
[image loading]
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
June 10 2010 04:15 GMT
#24
Really like removed rocks and added ramps to watchtowers, i always felt like the rocks to your backdoor were really unnecessary.

But yeah, love the changes, would LOVE blizzard to implement this next patch
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
June 10 2010 21:17 GMT
#25
Bumped for OP addition & poll.
Nuda Veritas
Antares777
Profile Joined June 2010
United States1971 Posts
June 28 2010 18:04 GMT
#26
I like how the 3rd expo is in-base and how there is more room in the center of the map. Removing the ramps from the 3rd base makes it harder to hold on to the gold expansion, which I like, because I have seen pro players go and expand at the gold before their natural.

I would make the 3rd base's ramp to the main much wider and rethink the watchtower placement. On the high ground there should be two towers not one - put the second one back - and in the center of the map you should rethink those entirely. Maybe put them on flat ground with some foliage all around them. I like how the naturals chokes are much wider - this balances making the 3rd expo in-base. Another thing about the 3rd expo, I'd remove the watchtowers there because in-base watchtowers really prevent drops and nydus worms which would be like the only way to harass that base.

Good job though, I like this map better than Blizzard's Kulas Ravine.

Vote YES people!
IceLom
Profile Joined April 2010
Canada17 Posts
June 28 2010 19:00 GMT
#27
Dislike the changes.

I dont like an inbase expo, just silly. I also liked the harder to secure fast expo vs the easier to secure slower expo due to rocks, it gave the map some character that was differnt from the other maps.

I think you took a challenging unique map and turned it into a safe boaring map. But thats just my opinion.
Antares777
Profile Joined June 2010
United States1971 Posts
June 28 2010 19:21 GMT
#28
On June 29 2010 04:00 IceLom wrote:

I think you took a challenging unique map and turned it into a safe boaring map. But thats just my opinion.


I do not think that this map is "safe and boring".

The natural is much harder to defend now, and the in-base 3rd expo will influence harassment options such as Thorship, doom-drops, nydus worms, etc.

I still believe that the ramp between the main and 3rd expo should be wider, just in the off chance that a player can break their enemy's choke.
Antares777
Profile Joined June 2010
United States1971 Posts
June 28 2010 19:21 GMT
#29
This stuff makes the map that much more dynamic.
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