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![[image loading]](http://i.imgur.com/I9zVQ.jpg)
![[image loading]](http://i.imgur.com/ZJRXa.jpg)
Introduction
Hello Team Liquid. Khalai Sanctum(Khalai being the Protoss on Aiur) is my first published map. After several attempts and some time spent getting comfortable with the galaxy editor I finally finished and published my first melee map. The idea behind the design of this map is a nice expansion flow untill the fourth base and to allow and even encourage a lot of agression. So it is not really the macro map that people are looking for at the moment but I have done whatever I could to maintain a good gameplay and allow people to expand.
General Information
Playable area: 124x124 Start Locations: 2 (12 and 3 o'clock) Completed and uploaded: January 17th 2011
Changes
1.1 Third expansions has been moved further apart.
1.2 Mineral patches are now in order Player 2 set to user controlled(doh!) Xel'naga watch tower added!
1.3 Map size reduced to 124x124 (down from 140x140)
1.4 Several chokes have been made bigger to make the map more zerg friendly
A closer look at the map
The main bases
![[image loading]](http://i.imgur.com/qkpkI.jpg)
Standard sized mains with 2 noteworthy features. First is the air distance between the 2 bases. It is best described as "short". A bit longer then scrab stations and instead of a chasm you have ground underneath to snipe transporters and what else would be flying across. In the early game though it will feel a lot like scrab station. The second feature, although minor, I will point out is that I left a good amount of space around the entire map, mains included to fly around and horass workerlines.
The natural
![[image loading]](http://i.imgur.com/jZmaZ.jpg)
The natural expansion can best be compared to Xel'naga caverns. The rush distance and the 2 openings are pretty much identical. The only real difference is that no backdoor is included so you will feel slightly safer on this map.
The third
![[image loading]](http://i.imgur.com/mc0hx.jpg)
The third base is located with connectivity to your natural. It's not going to feel at all akward to expand here. Expanding to your third increases the amount of chokes you can defend from from 2 to 3 and you are going to feel a bit more open in general. I feel as a game progresses a map need to open up more and more to prevent stagnation and become a "turtle-map".
Despite the safe feeling there is one thing about the third that is designed to spark agression. You are getting very very close to your opponent. From third to third the distance is very very short. The design intend is that we are moving forward to a point in the game where confrontation is unavoidable while you can still feel somewhat safe in your connected bases.
1.1 edit: third expansions moved a bit further apart.
The fourth
![[image loading]](http://i.imgur.com/WgZI2.jpg)
This is where things gets tricky. I intentionally didnt mirror a fourth expansion but placed 3 in line as "contested" expansions. Instead of having "you take yours on your side, I take mine on my side" expansions from here it's going to about who dominates what parts of the map, who expands first. Hell I could even imagine it would be viable to takeover an expansion by destroying one and setting up a camp of yourself right after.
Map analyzer
![[image loading]](http://i.imgur.com/OkhKv.png)
Final thoughts
As described above I've had a lot of thoughts about gameplay, balance and flow of the map and any feedback in that regard is highly aprecciated. As mentioned it is my first map so any constructive critisism is more then welcome.
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Can you post the analyzer pics aswell, im curious about the openness.
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On January 18 2011 01:00 ihasaKAROT wrote: Can you post the analyzer pics aswell, im curious about the openness.
Oh yeah, gotta have a look at that. I havent used it before so just give me a few minutes, will get back with pics asap
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there we go, map analyzer added
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dezi
Germany1536 Posts
Same problem as with Scrap station - the 3rds are so close nearby but i looks good anyway.
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The map looks very well made, but the paths look tight and Protoss favored to me. Then again, it might be me because your map is 140x140, meaning they are probably wider than they look.
I really like the design of this map, nice job!
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Excellent graphics, the map strategically looks great aswell.The first i notice is distance between mainbase and third. Also looks very terran favoured with gold high ground, small chokes into your base. But it hafto be tested first i guess.
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When I first designed this I wanted to make an agression map that was open enough for a zerg to feel comfortable on it, as zerg mostly is least favored on small/agressive maps. The question is if I ended up making it too tight anyway. I havent been able to test it out much yet as I just completed it so I guess it has to come down to testing.
edit: One thing that I never mentioned is that the graphics may cheat you a bit. I made everything oversized, statues are 300% of their normal size, in order for the player to feel smaller and the place to look bigger, so by looking at the images I posted it may look like a really tight map. I dont think it's that thight but I am really curious what ppl think after testing it.
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1.1 Update.
3rd expansions moved further apart. New map has been uploaded and pics in OP updated as well.
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Great map. Looks excellent in game.
Pretty good layout, should make for some interesting games.
Mineral patches need to be repositioned, though. Some are 5 units away (make it 3 or 4 always!) and some are in groups of 4 (thus blocking when you try and defend behind mineral line).
Perhaps make the natural slightly bigger, so there is more room for optimal resource placement.
Have you thought about placing a watchtower? Like between 3rds?
Edit: also go to player properties and game variants and set it to 1v1
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The only big open spaces seem to be the naturals and the mains. Zergs will hate you I think, while protoss sentrys want to marry this map 
Looks pretty good and balanced part from that, scary gold base tho ^^
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Thank you for the feedback.
I will redo the mineral patches, noticed it myself when testing it.
I have considered a watchtower all along as I made the map but I just couldnt find a spot to put it in. Between the thirds would probally be the best location but I am not sure it would be a great feature and would likely feel missplaced. Not sure though, might change my mind and actually put up one for the next version which I will publish sometime tomorrow.
I am still not convinsed that it's not a good zergmap. In the lategame it may be a bit tight but in the early/midgame I think it's a great map for zerg. It may force the zerg to finish the game early though so it may not fit macro heavy styles.
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United States10107 Posts
is it just me, or is there way to many corridors for sentries to marry??? i think idra would slap you xD. YES WATCHTOWER IN BETWEEN THE 3RD!!! right where you have a blue diamond in the analysis map.
weeds in the small choke at the base of the big ramp to the gold might be nice, that way you can proxy there, YAY FOR CHEESE!!!
overall: good map, much better than crap station. 9/10
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What a lovely map, after I beat the shit out of my opponent on it I'd liked to build a little farm there and live a peaceful live. Seriously, great job, gonna play some games on it tomorrow and see how it feels.
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I tryed to play it today, but I think you need to reupload it. The only possible gamemod is custom and there is only one playerslot, so meh, no melee action. :<
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Go to player options, and set player 2 to "user".
That should fix it.
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1.2 uploaded!
The following noob mistakes has been fixed:
Mineral patches are now in order. let me know if i fucked up again  Player 2 set to user controlled (soo ashamed that I didnt get that one right the first time)
Xel'naga watch tower added! I wasnt a fan of it to begin with but now that it's there I actually like it. It grants vision of the highground gold which was maybe a bit too strong a position in the first place and also behind the LoS blockers by the big ramp.
Will update OP with new pictures.
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First of all, now the map works in melee mode. :D
I played a ZvT and a TvT (I am a random player), on it. I won both, so its the best map EVER dude, EVER.
Seriously, what I was afraid of balance wise, Planetary on Gold in a ZvT, isn't that bad. The map is big enough for runbys. The rush distance feels just right, there is enough space on the edges of the map to save mutas.
TvT - The main is great for drops!, yet fair defendable because there isn't to much space behind the minerals, that Xelnaga Tower is crucial! and it is only one which makes it even more impressive that u placed him so well.
Really love the layout, love the artstyle. Gonna see if I find some more players to check the Protoss matchups - dunno what else to say, GOOD JOB! 
edit: PvT battlereport - Fun! The gold becomes some sort of hamburger hill, noone is really able to take it, but it is where both players want to place their armys to catch runbys at the north and defend the 3rd and 4th bases. There is really a lot of space beside the actually map to sneak drops, but I like that - even though it took many observers to be save. I actually think that all this space for Air in the north east and general border of the map make it special.
To all players, give this map a try, it roxxs!
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I'd love to play this map but I'm on the NA server -- if you don't have an account there and you're okay with it I'd be willing to upload the map for you.
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Hey guys, I am very happy that I get such positive response from my first published map. I spent countless hours as I still had a lot to learn so I'm pleased that my hard work payed off. I am currently working on my second map and your feedback has really given me some confidense.
I will look into getting it up on NA when I'm sure there are no more bugs so it's the final version that will get uploaded.
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