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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Outdated Version: [spoiler]![[image loading]](http://img46.imageshack.us/img46/3474/2korhalcove.jpg) Map Legend: [spoiler] [/spoiler] Blue = Watchtowers Green = Start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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