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[M] Valley of Kings

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2011-11-05 19:46:00
July 29 2011 16:38 GMT
#1
Valley of Kings

Overview:
+ Show Spoiler +
[image loading]


Aestethics:
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]


Playable: 158x158
Published (search for Valley of Kings on EU//NA)
Standard Mar Sara textures
Version 2.3

Expansions:
Main - 8M / 2G
Natural - 8M / 2G
Third -8M / 2G
Fourth - 8M / 2G
Gold - 8M / 2G

Made by EffectS

Latest changes (2011/09/30): Added another entrance blocked off by destructible rocks, changed all mineral patches to fit TL Map Contest.

Previous changes (2011/08/04): More doodads, larger natural expansions, cliff from third to fourth made bigger.

outdated:
Submitted for MotM #8
PlayXP thread
TEEHEE
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 29 2011 16:43 GMT
#2
the textures look good, but a bit plain
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 29 2011 16:55 GMT
#3
The layout is pretty solid but the middle... 4 towers so close together is super unnecessary and those gold bases should only have one gas cause you can only take them if you have mapcontrol, but then you can take more than one.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 29 2011 16:55 GMT
#4
--- Nuked ---
EffectS
Profile Joined May 2010
Belgium795 Posts
July 29 2011 18:05 GMT
#5
overview:
+ Show Spoiler +
[image loading]

Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.

The current mineral lines are:
Main: 8M, 2G
Nat: 8M, 2G
Third: 8M, 1G
Fourth: 5M, 2G
Gold: 6 (lower this to 5 probably), 1G

Still looking for someone to help me with tips on doodads if possible .
TEEHEE
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 29 2011 18:38 GMT
#6
On July 30 2011 03:05 EffectS wrote:
overview:
+ Show Spoiler +
[image loading]

Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.

The current mineral lines are:
Main: 8M, 2G
Nat: 8M, 2G
Third: 8M, 1G
Fourth: 5M, 2G
Gold: 6 (lower this to 5 probably), 1G

Still looking for someone to help me with tips on doodads if possible .

now add chokes back in :p

Really though. But instead of a huge missing area in the middle, try something else, like 4 obstacles or something that lets the map breathe a bit better.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
EffectS
Profile Joined May 2010
Belgium795 Posts
July 29 2011 18:41 GMT
#7
On July 30 2011 03:38 iGrok wrote:
Show nested quote +
On July 30 2011 03:05 EffectS wrote:
overview:
+ Show Spoiler +
[image loading]

Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.

The current mineral lines are:
Main: 8M, 2G
Nat: 8M, 2G
Third: 8M, 1G
Fourth: 5M, 2G
Gold: 6 (lower this to 5 probably), 1G

Still looking for someone to help me with tips on doodads if possible .

now add chokes back in :p

Really though. But instead of a huge missing area in the middle, try something else, like 4 obstacles or something that lets the map breathe a bit better.


Make me something in paint so I know what you sort of mean D:!
TEEHEE
EffectS
Profile Joined May 2010
Belgium795 Posts
August 03 2011 10:53 GMT
#8
Updated OP.
Also submitted for MotM #8

I'm not entirely confident with the layout in the center but it's the best I can come up with at the moment.

MotM #8 submission
TEEHEE
EffectS
Profile Joined May 2010
Belgium795 Posts
August 04 2011 09:41 GMT
#9
Made a few more changes to answer to the people's requests from reddit and teamliquid:
- Completely changed the center, going from 4 gold bases to 1 center massive gold base that's hard to capture. (the battlecruiser blocking the expansion is going to be made destructable, if this is not possible I will remove the battlecruiser and set rocks)
- Made the path going from the Third to the Fourth a little bit bigger. People were worried about the chokes on the map so I tried to made it a little bit less chokiers where I could.
- The naturals have been made a bit bigger to allow more defensive building placement, also wall-offs from ramp to CC/Nexus/Hatch are more difficult this way. My hope by doing this is to make walling off at the choke entering the natural a little bit more attractive.

Please let me know what you think of these changes!!! I need your feedback!
TEEHEE
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
August 04 2011 11:36 GMT
#10
All the expansions are tucked back with a choke-area. You might want to consider bringing them more in the open. Theres no way to get at the back of the mineralline if lets say a toss expands and cannons that choke.

Also its hard to defend vs air-herass like this, you have to walk your units to the expansion, around the building, around the minerals, then you can finally attack.

Dont bring all of them to the open, but atleast one expansionspot.
KCCO!
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
August 04 2011 15:17 GMT
#11
What the hell is wrong with the gold ? Double gold ?

Anyway looks pretty bad, backwater like ?
"Having your own haters means you are famous"
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2011-08-04 15:30:19
August 04 2011 15:26 GMT
#12
Here's my perspective as a mid-dia Zerg.
The layout reminds me of typhon, but it doesn't have too many ledges and level-changes which is what makes typhon and to some extant XNC so blink stalker favoured and that's probably a good thing. There's still some of that, but also a good amount of chokes so I could see protoss doing well on this map vZ but at the same time there's a lot of attack paths so Zerg harass options are strong post mid-game.
It looks like there's a two-tumor distance between the main and the nat, which is good. The Natural being 7 patches instead of 8 seems... really weird to me and would probably favour Zerg over the other races and be the biggest hinderance for terran, as they would mine out their first two bases a little faster than usual.
I can't really tell what the attack distances are but overall the map seems nearly Tal'Darim sized especially if you spawn cross so that the centre architecture blocks (top right and lower left). The center gold seems pretty pointless since if you can hold that, you've probably won. On the other hand, Terran might be able to slowpush to it and hold it, thus starving an opponent that can't attack into a sieged terran since the terran has the gold and the opponent doesn't, though even in that scenario it seems like it would be very hard to hold onto.
Overall it seems like a Zerg map. A lot of open space, a lot of attack paths once you get to three bases and trying to end the game before three bases would be harder than usual since fewer patches are available. Terran seems to be at a disadvantage here vZ, though vP the distances would be good for T overall. Baneling landmines would be good, drops/nydus/warpins to the main seems feasible and I think there's more than the normal amount of space you could proxy buildings to. Phoenix/muta/banshee would likely do as well as on most maps, though the airspace seems a little tight. The mouth of the natural is a little far from the nat itself, meaning it would be tough to get spine coverage of it though it does remind me of maps like shattered.


quote from reddit

also updated OP with links to MotM #8 submission and the PlayXP thread.
If anyone can help me settings up pictures in PlayXP I'd be very very grateful, as of now I just managed to link the pictures on PlayXP. PlayXP thread
TEEHEE
EffectS
Profile Joined May 2010
Belgium795 Posts
September 30 2011 20:39 GMT
#13
Updated OP.

I will most likely enter this map for the TL Map Contest if I manage to fix some minor issues (which should be no problem).

I updated the map a little bit by adding a different attack path blocked off with some destructible rocks. I hope you guys like this change.

I'm also very eager for feedback, both positive as negative!
TEEHEE
Blario
Profile Joined June 2011
United States48 Posts
September 30 2011 21:51 GMT
#14
The map overall doesn't look too bad. I would definitely consider getting rid of one base for each spawning positions...17 is a bit much. It also looks very narrow, which might suck for zerg. I'd delete a base and try to make it more open and add in a xel-naga or two.
That's what's supp
Mairou
Profile Joined June 2011
Finland144 Posts
September 30 2011 22:03 GMT
#15
Only problem i see in this map is the locaction of gold base. If its cross position spawns and terran gets planetary on gold base its gonna be pretty hard to break trough, especially when gold base is covered by walls. It should be more like antiga shipyard so that gold base is much harder to defend.
eSports! www.youtube.com/MairouTV
P0ckets
Profile Joined January 2011
United States430 Posts
September 30 2011 22:17 GMT
#16
I think the center are having high ground would be interesting.
Madera
Profile Joined July 2011
Sweden2672 Posts
September 30 2011 22:19 GMT
#17
It looks pretty good, well done. I think some parts are a bit too narrow though.
marxgarza
Profile Joined January 2011
United States373 Posts
September 30 2011 23:30 GMT
#18
there are so many chokes on this map and i think seige tanks might cause a problem by seige from third to the nat
Silence is golden, duct tape is silver
-HypeR-
Profile Joined November 2010
United States39 Posts
September 30 2011 23:44 GMT
#19
great map but i think it would be really hard for zerg cause of the small choke points and siege tanks and closi would wreck on this map
If you give everything you got into something your going to be good at it.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 01 2011 02:49 GMT
#20
Don't listen to anyone but Mairou!! Yes, there are a lot of chokes on the map but they have pretty reasonable proportions and also there are sooo many attack paths that Zerg will have plenty options for counter attacks. But yeah, middle expansions are kind of a BW thing and don't really work in SC2 very well.

Also if you want to submit it to the TL contest you should definitly think about good locations for XNT's
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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