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[M] (2) Korhal Compound

Forum Index > SC2 Maps & Custom Games
Post a Reply
12D3
Profile Joined February 2010
United States39 Posts
Last Edited: 2011-07-20 06:25:55
July 19 2011 10:02 GMT
#1
--- Nuked ---
toxinZero
Profile Joined January 2011
Germany14 Posts
July 19 2011 11:10 GMT
#2
Looks awesome so far :D
Is this map released on EU, it would be n1 if i could test it
12D3
Profile Joined February 2010
United States39 Posts
July 19 2011 18:02 GMT
#3
--- Nuked ---
12D3
Profile Joined February 2010
United States39 Posts
July 20 2011 03:40 GMT
#4
--- Nuked ---
Kracklings
Profile Joined March 2011
United States116 Posts
July 20 2011 04:55 GMT
#5
Usually i dont bother giving feedback to maps just like looking at them

But i think this one is freaking awesome dudde, nicely done.

Only imba thing I can think of is tanks can shut down all those chokes easily making cutting the map in half as terran easy

But who knows, there are a lot of paths
TTTTTTTT GRIMMMEEEEE
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 20 2011 05:06 GMT
#6
On July 20 2011 13:55 Kracklings wrote:
Usually i dont bother giving feedback to maps just like looking at them

But i think this one is freaking awesome dudde, nicely done.

Only imba thing I can think of is tanks can shut down all those chokes easily making cutting the map in half as terran easy

But who knows, there are a lot of paths


If you're willing to throw away all of your tanks to block 4 different chokes, losing the game if Zerg goes ling/baneling, or makes anything but 3 roaches. Tanks are only good in high numbers, with concentrated fire. Having so many attack paths, in fact, supports Zerg units because of their massive speed.

On maps like this, units from Zerg with >2.25 move speed, Blink Stalkers, Sentries (force fields mostly), and small-medium packs of Terran bioball units work best. Anything which has high mobility, or can restrict mobility without shutting it down (ie, if you leave 8 tanks at one choke, Zerg will go through a different one. If you block half of a choke with Force Fields, Zerg will still attack through that choke, or just back off and wait for it to dissipate.)

Any units that you can easily split into smaller groups without feeling like you're going to lose the game works.

I like that we've hit a point where a lot of the good maps coming out are "counter attack maps". It supports clever attack strategies, and that will result in clever defense strategies, which will evolve the game.

Very nice map.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
July 20 2011 05:43 GMT
#7
The screenshots/previews look awesome
I assume those circles are xelnaga towers? Personally, I think they reveal too much, there should be paths where a xelnaga cannot spot (maybe the gold path?)
How devious | http://anartisticanswer.blogspot.com.au/
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
July 20 2011 06:00 GMT
#8
this map is badass
MaBe
Profile Blog Joined July 2010
United States97 Posts
July 20 2011 06:07 GMT
#9
Very nice map. I just played your map on the NA server. It was nice. I found a spot where an air unit could watch over the natural. Overlord spot fo sho. Here's my replay. It's nothing special, me and a buddy playing.

Didn't know if you guys like to hear from the player's perspective.
http://drop.sc/20337
Still Not Hot_Bid
12D3
Profile Joined February 2010
United States39 Posts
July 20 2011 06:24 GMT
#10
--- Nuked ---
Darclite
Profile Joined January 2011
United States1021 Posts
July 20 2011 07:10 GMT
#11
lol was just doing a rant to my brother about the Blizzard pool "Why do these maps fucking suck wtf!?!? I don't get how they're so bad at designing them. Watch this, I'll open one player-made map and it'll be better!"

*open this*

"EXACTLY!!!"

This is pretty awesome. Pretty solid racial balance, Expansions that can be defended but are still not unassailable, a variety of attack routes.
They're fools. You should eat them.
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