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[Map] (4) Valhalla by prodiG

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-07-29 05:39:56
July 27 2010 00:53 GMT
#1
[image loading]

I've lost count how many maps I've made or contributed towards. I think this is #7 or #8 At any rate, check out the rest of my projects here: [GE]prodiG's map thread!

I've decided to start naming all of my maps after awesome metal songs. This map is named Valhalla after "Valhalla Awaits Me" by Amon Amarth. The emblem in the center is Odin's Triple Horns.

\m/
Version 1.1
[image loading]


+ Show Spoiler [Additional Images] +

Version 1.0
CLICK FOR HIGH RESOLUTION PHOTO
[image loading]
High Resolution Angle
[image loading]

Texturing (mostly) complete
[image loading]

Beta version for testing purposes
[image loading]

Openness according to Map analyzer - this is the only image that cooperated :/
[image loading]

Original map sketch
[image loading]



Features
-Close natural expansion
-Mineral only 3rd
-Close 3rd expansion
-LOS blockers on one side of the 3rd expansion
-4th expansion also close by
-Plays like an aggressive macro map
-Odin's triple horns in the middle

+ Show Spoiler [Known issues and bugs] +

Trees around naturals may be a problem.


+ Show Spoiler [Changelog] +

Version 1.1
Fixed the 4th expansions so they can no longer siege into the natural.
Aesthetic changes



Check out my other maps!
Ground Xero

Impervious - Featured in Micro Macro 2

Fighting Spirit - Featured in a lot of tournaments

Neo Tornado - Featured in Micro Macro 2

Neo Metalopolis

Redemption

Match Point

View all of my projects here!


Post feedback! Will be published tomorrow!

Stay tuned for a big announcement later tonight
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
July 27 2010 01:29 GMT
#2
Really reminds me of Azalea, but the LoS blockers before your nat are really interesting, they add a nice bit of tension. Are you sure you don't want to have the 4th extended so that it can cliff the nat, or have it go high-low-high ground so that you can get reapers and colosi but not tanks or marauders.
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
WolleKK
Profile Joined July 2010
Germany12 Posts
July 27 2010 02:56 GMT
#3
Hey there,

this map really looks great!
But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way.
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 27 2010 03:00 GMT
#4
I like this map--its clean and a really great balance between big spaces and small ones. This is just the kind of map we need early in the game's to get a feel for strategies that don't necessarily work on Lost Temple. Great!
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
July 27 2010 03:22 GMT
#5
Ahhh was hoping for the old BW valhalla but nice map anyway. I dont see any issues with this Great work!
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
July 27 2010 03:37 GMT
#6
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 27 2010 03:38 GMT
#7
On July 27 2010 11:56 WolleKK wrote:
Hey there,

this map really looks great!
But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way.


I felt like gold minerals made this map simply too easy, and 4 gold bases on a single map is kindo f a lot.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WolleKK
Profile Joined July 2010
Germany12 Posts
July 27 2010 10:35 GMT
#8
On July 27 2010 12:38 prodiG wrote:
Show nested quote +
On July 27 2010 11:56 WolleKK wrote:
Hey there,

this map really looks great!
But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way.


I felt like gold minerals made this map simply too easy, and 4 gold bases on a single map is kindo f a lot.

That was my concern too
Maybe the concept isn't the very best, but in SC2 Blizzard always wants to make the player decisions. At this point of time your only decision is "do I get this expansion without the so needed gas or not?"
But hey, I never played a SC2 map with a mineral only, maybe it is a lot of fun Can't judge it
its.willo
Profile Joined May 2010
Australia14 Posts
July 27 2010 12:04 GMT
#9
Few notes. As a protoss player, I dislike the map, specifically against zerg as they can:
a) double expo
b) zerling runbys to prevent expo

the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.

Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.

In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.

All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats.
nothing ventured, nothing gained.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 27 2010 14:38 GMT
#10
On July 27 2010 21:04 its.willo wrote:
Few notes. As a protoss player, I dislike the map, specifically against zerg as they can:
a) double expo
b) zerling runbys to prevent expo

the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.

Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.

In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.

All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats.

The ledges are wide enough. And if you're worried about zergling runbys, why don't you make a pylon simcity? That sort of this is blocked fairly easily.

As for towers, there aren't any positions on the map where the towers would influence gameplay in a way that would keep it interesting. It'd only be essentially a crutch for bad scouting rather than a key point that a player wants to control throughout the game.

The rush distance on this map is fairly small for a 4 player map. If you see a zerg double expanding, you shouldn't let him simply get away with it.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Reptilia
Profile Joined June 2010
Chile913 Posts
Last Edited: 2010-07-27 21:18:18
July 27 2010 21:16 GMT
#11
it is really an amazing map.
i hope you can NOT shoot with tanks to the minerals from 4th expo to natural
oh and maybe an addition of 1 xel'naga in the center would be a good idea

oh and according to the youtube video its valhall not valhalla (it says he was wrong in the title)

but anyways, its a really good map
The secret to creativity is knowing how to hide your sources
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
July 27 2010 21:40 GMT
#12
cool map but i thought it would be a port of hall of valhalla
more weight
indczn
Profile Joined April 2010
United States18 Posts
July 27 2010 22:05 GMT
#13
On July 28 2010 06:40 alphafuzard wrote:
cool map but i thought it would be a port of hall of valhalla


Same here. Liked that map even though it probably wasn't the most balanced thing.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 27 2010 22:29 GMT
#14
On July 28 2010 06:16 spawned99 wrote:
it is really an amazing map.
i hope you can NOT shoot with tanks to the minerals from 4th expo to natural
oh and maybe an addition of 1 xel'naga in the center would be a good idea

oh and according to the youtube video its valhall not valhalla (it says he was wrong in the title)

but anyways, its a really good map

in ancient norse crazy language it's called valhall which means halls of the gods or something like that i don't remember exactly, you can google all about it

You shouldn't be able to tank naturals from the 4th, and if you can then I'll be fixing it.

This is something I'll be testing ASAP
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 28 2010 02:17 GMT
#15
Bump: map is published under "iCCup Valhalla" on US.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
SubtleArt
Profile Blog Joined January 2010
2710 Posts
July 28 2010 03:06 GMT
#16
Why do almost all maps have an obnoxious cliff over the natural?
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 28 2010 03:51 GMT
#17
On July 28 2010 12:06 SubtleArt wrote:
Why do almost all maps have an obnoxious cliff over the natural?

it's just a space filler, you can't do anything there.

[image loading]
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
its.willo
Profile Joined May 2010
Australia14 Posts
July 28 2010 11:20 GMT
#18
On July 27 2010 23:38 prodiG wrote:
Show nested quote +
On July 27 2010 21:04 its.willo wrote:
Few notes. As a protoss player, I dislike the map, specifically against zerg as they can:
a) double expo
b) zerling runbys to prevent expo

the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.

Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.

In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.

All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats.

The ledges are wide enough. And if you're worried about zergling runbys, why don't you make a pylon simcity? That sort of this is blocked fairly easily.

As for towers, there aren't any positions on the map where the towers would influence gameplay in a way that would keep it interesting. It'd only be essentially a crutch for bad scouting rather than a key point that a player wants to control throughout the game.

The rush distance on this map is fairly small for a 4 player map. If you see a zerg double expanding, you shouldn't let him simply get away with it.


I can see where you're coming from. I'd like to try this out in a real game I look forward to playing on it.
nothing ventured, nothing gained.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
July 28 2010 12:48 GMT
#19
On July 28 2010 12:51 prodiG wrote:
Show nested quote +
On July 28 2010 12:06 SubtleArt wrote:
Why do almost all maps have an obnoxious cliff over the natural?

it's just a space filler, you can't do anything there.

[image loading]


You can make it a cliff or something. Cliffs like that just scream "drop something here and be a faggot"
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
gerundium
Profile Joined June 2010
Netherlands786 Posts
July 28 2010 13:40 GMT
#20
Just a question, have you published your maps on EU as well? Your maps look awesome but i have not seen them on the EU server.
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