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[M] (2) Krakatoa

Forum Index > SC2 Maps & Custom Games
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1 2 Next All
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-02-27 01:05:10
January 09 2011 01:37 GMT
#1
[image loading]

Available at EU, SEA and NA

Cowabunga my young fellows, it's like the first time that it feels like beeing this hot in here. My latest map features the famous Char tileset and a very small size of only 120x120 and give you a feel like beeing within an old vulcano.

While beeing that kinda small the map still has a kinda large main to main distance and also offers a nearby third. The HY and 4th a right next to each other and you most likely gonna take both at once. All those positive feature also need a slight drawback and that's why you got a double sized main ramp and there are some very good places for Overlord to be during the earlier stages of the game.



But enough infos for now, here are the pictures:
Overview
[image loading]
HQ Overview

Note: I only decorated areas you're able to see ingame.

+ Show Spoiler [Analyzer and Detail Pictures] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


My Map Thread
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
January 09 2011 01:58 GMT
#2
This looks good. I like the placement of the 4th and gold. With the gold so close to the center and being open makes it feel unsafe yet the 4th is close behind but feels much safer. I like that you are mixing things up with the double wide ramp. The rush distances are long enough that it could work.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 09 2011 02:00 GMT
#3
Tried to actually yet again make a smaller make just by the map size. Was kinda surprised that the distance still are that kinda big.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
January 09 2011 02:04 GMT
#4
On January 09 2011 11:00 dezi wrote:
Tried to actually yet again make a smaller make just by the map size. Was kinda surprised that the distance still are that kinda big.

It's because you put the naturals in the corners and with the ramp facing the natural. Then the obstruction in the middle increases the distance. I think the distance is within reason (about the same as Scrap Station).
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 09 2011 02:11 GMT
#5
I know, but it's still sometimes a little akward ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Summerfast
Profile Joined January 2011
24 Posts
January 09 2011 02:18 GMT
#6
Hmmm...I not a fan of the foliage. Maybe reduce the number of plant species, reduce the amount of weeds, gouping them a little (like how weeds naturally grow), and taking them off of the "walking paths" (walking would trample the little plants).

I do like the large space behind the fourths. I think they promote late game harass!


Antares777
Profile Joined June 2010
United States1971 Posts
January 09 2011 02:38 GMT
#7
I like the location of the fourths in relation to the high yields. This map has longer rush distances than I would have expected for its size, even though there are still pretty quick. The aesthetics on this map made me want to rethink disliking lava title sets. I love the plants around the border, they look so cool.

To me, I do not even think that this map needs XWTs, due to its compact size. In relation to Steppes of War, if that map had easier expansions (to counteract the rush distance), it would've been a good map. The expansions on this map seem challenging to take. It's just a thought to have in mind, I'll give you more feedback after playing a few games on it

WniO
Profile Blog Joined April 2010
United States2706 Posts
January 09 2011 02:50 GMT
#8
wtf this looks awesome cool design
Summerfast
Profile Joined January 2011
24 Posts
January 09 2011 03:01 GMT
#9
What would happen if the center cliffs became pathable, ramps were put on their inside and the towers were put on the cliffs...not saying that should be done, just woundering what you guys think would happen...
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-09 11:10:00
January 09 2011 11:00 GMT
#10
On January 09 2011 12:01 Summerfast wrote:
What would happen if the center cliffs became pathable, ramps were put on their inside and the towers were put on the cliffs...not saying that should be done, just woundering what you guys think would happen...

Erm, can you draw a picture of this because i just don't get it ^^

On January 09 2011 11:18 Summerfast wrote:
Hmmm...I not a fan of the foliage. Maybe reduce the number of plant species, reduce the amount of weeds, gouping them a little (like how weeds naturally grow), and taking them off of the "walking paths" (walking would trample the little plants).

So you would like to see the overall amount of foliage reduced. Gonna look into this.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
January 09 2011 20:59 GMT
#11
On January 09 2011 20:00 dezi wrote:
Show nested quote +
On January 09 2011 11:18 Summerfast wrote:
Hmmm...I not a fan of the foliage. Maybe reduce the number of plant species, reduce the amount of weeds, gouping them a little (like how weeds naturally grow), and taking them off of the "walking paths" (walking would trample the little plants).

So you would like to see the overall amount of foliage reduced. Gonna look into this.


NO! The foliage is beautiful, DON'T DO IT!
EffectS
Profile Joined May 2010
Belgium795 Posts
January 09 2011 21:08 GMT
#12
I like that's it's one of the few maps being posted lately where the third isen't halfway across the map.
Foliage doesn't do shit, doesn't show on low-graphics I think.
Good XNT placement imo, but the bridge in the middle won't see much play I think.
TEEHEE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 09 2011 21:21 GMT
#13
Mh, the bridge is there for lategame movement / flanks / ... if there would be a 4th useable clifflevel i would change it to low ground and place ramps to it ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
baskerville
Profile Blog Joined April 2010
541 Posts
January 09 2011 23:56 GMT
#14
you should "decorate" the borders of the map
http://www.teamliquid.net/mirror/smilies/random-big.gif
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 09 2011 23:59 GMT
#15
I decorated anything you're able to see ingame :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 19 2011 22:48 GMT
#16
Slighlty reworked the bridge today (made it shorter so it's actually usefull).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
January 21 2011 08:06 GMT
#17
like that a lot!
high yield gets some protection and a choke that can be abused, distance all around is longer so bridge makes sense and now that it is shorter one is less afraid to use it.
looks better, too, I think.
SmashHammer
Profile Joined January 2011
United States148 Posts
January 21 2011 08:40 GMT
#18
I really like the detail work, except for all the generated foliage. It looks out of place to me in all the main paths and around some of the bases. The layout looks really fun to play on and seems balanced. One small question though about the XWTs, can they see into the mains? And if so, can Protoss warp into the main if they have control of the tower (and a properly positioned pylon)?
TPW Mapping - theplanetaryworkshop.com
G_Wen
Profile Joined September 2009
Canada525 Posts
January 21 2011 09:03 GMT
#19
This isn't a bad map. Interesting gold and 4th positions. I'll give it ago once I have SC2 again.
ESV Mapmaking Team
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 21 2011 10:22 GMT
#20
On January 21 2011 17:40 SmashHammer wrote:
I really like the detail work, except for all the generated foliage. It looks out of place to me in all the main paths and around some of the bases. The layout looks really fun to play on and seems balanced. One small question though about the XWTs, can they see into the mains? And if so, can Protoss warp into the main if they have control of the tower (and a properly positioned pylon)?

Gonna test this once i'm back at home.
FYI: The XWTs can barely look into the main but i'm currently not sure if the pylon warp-in range is big enough to take advantage of this.

Foliage: You won't recognize it that much while ingame.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
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