REALLY old post:
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Old post:
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10/28ish update!
Toyed with the water, eventually removed it.
Some more doodads.
..
Ok, I mainly just wanted to bump this, plus the deadline for the TL map contest is coming up, so...
![[image loading]](http://i.imgur.com/IanZf.jpg)
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10/9 update!
Changes:
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New version:
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Previous versions:
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Changes:
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-The naturals are now the same size (the top was slightly bigger)
-Aesthetic changes!
-LoS blockers at one of the entrances to the third base. This was done to further encourage expanding to the 4th base, as there was very little 4-base play when I tested it extensively.
-Middle has more water! The new water is pathable.
-Aesthetic changes!
-LoS blockers at one of the entrances to the third base. This was done to further encourage expanding to the 4th base, as there was very little 4-base play when I tested it extensively.
-Middle has more water! The new water is pathable.
New version:
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Previous versions:
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9/23 update!
Korhal Brawl v2.1:
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Changes:
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Korhal Brawl v2.1:
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Changes:
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Meh, not much...
-Main ramp changed so that it can be walled normally.
-More doodads.
-Slight retexturing
-Natural expo choke decreased from 11 squares to 9
-Water!
-Main ramp changed so that it can be walled normally.
-More doodads.
-Slight retexturing
-Natural expo choke decreased from 11 squares to 9
-Water!
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9/17 update!
Korhal Brawl v2.0:
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As always, I'm looking for honest, constructive feedback. Please leave your two cents!
Changes from 1.0:
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I also pm'd Barrin to ask him to change the thread title to [M](2)Korhal Brawl.
Older versions of the map:
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Korhal Brawl v2.0:
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As always, I'm looking for honest, constructive feedback. Please leave your two cents!
Changes from 1.0:
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-Old ridge above third moved.
-Some unpathable structure added, making the third easier to hold. The structure is not pathable. (unless I messed up...)
-Rocks on third moved to gold.
-Much less open.
-Watchtower split into two and moved to thirds.
-Corner expansions are slightly bigger.
-Fixed an issue that a mineral patch on the blue 4th overlapped with a geyser.
-The Natural expansion is bigger.
-Added a hole near the gold bases to make it less open there.
-Doodads added!
-Some unpathable structure added, making the third easier to hold. The structure is not pathable. (unless I messed up...)
-Rocks on third moved to gold.
-Much less open.
-Watchtower split into two and moved to thirds.
-Corner expansions are slightly bigger.
-Fixed an issue that a mineral patch on the blue 4th overlapped with a geyser.
-The Natural expansion is bigger.
-Added a hole near the gold bases to make it less open there.
-Doodads added!
I also pm'd Barrin to ask him to change the thread title to [M](2)Korhal Brawl.
Older versions of the map:
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Old post:
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UPDATE 9/16: Most, if not all changes have been addressed. The mains are larger, the fourth bases have been fixed (mineral issue), and the middle is less open.
Mods, please change the thread title to [M](2)Korhal Brawl.
The map:
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EDIT: This map looks nothing like a winding city. I need a name change, so please take a look at the following poll:
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(2)Winding City:
![[image loading]](http://i.imgur.com/xjT9t.jpg)
Cool Info:
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BASE:
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Textures:
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Mr. Templar, exactly what are you planning with this map?
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Hey! Where's the analyzer?
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Where can I play this awesome-looking map?
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Poll: What should I change the name to?
Korhal Brawl (6)
67%
Blue Paradise (2)
22%
Metropolis Ridge (1)
11%
City Boa (0)
0%
Other (Specify Below) (0)
0%
Keep the name the same. (0)
0%
9 total votes
Blue Paradise (2)
Metropolis Ridge (1)
City Boa (0)
Other (Specify Below) (0)
Keep the name the same. (0)
9 total votes
Your vote: What should I change the name to?
(Vote): Blue Paradise
(Vote): Korhal Brawl
(Vote): City Boa
(Vote): Metropolis Ridge
(Vote): Other (Specify Below)
(Vote): Keep the name the same.
(2)Winding City:
![[image loading]](http://i.imgur.com/xjT9t.jpg)
Cool Info:
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Naturals are 10 squares wide.
You can either expand clockwise and take the third blocked by rocks -> high ground 4th --> High ground 5th or expand counterclockwise and risk the gold -->counterclockwise corner base and then take your blocked base.
There's a ridge above the blocked third that allows you to position units there to guard your third more easily.
You can wall off your main with 2 barracks/gateways.
more?
You can either expand clockwise and take the third blocked by rocks -> high ground 4th --> High ground 5th or expand counterclockwise and risk the gold -->counterclockwise corner base and then take your blocked base.
There's a ridge above the blocked third that allows you to position units there to guard your third more easily.
You can wall off your main with 2 barracks/gateways.
more?
BASE:
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10 blue bases and 2 gold bases.
All blue bases have 8 mineral fields and 2 geysers.
Both gold bases have 6 gold mineral fields and 2 geysers.
All blue bases have 8 mineral fields and 2 geysers.
Both gold bases have 6 gold mineral fields and 2 geysers.
Textures:
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Only Korhal (Do you see where I'm going with this? See the next spoiler)
Mr. Templar, exactly what are you planning with this map?
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Well, it's very simple. I'm going to submit it into MotM 10, as it is somewhat blizzardy in its main-nat layout and satisfies all the requirements.
Hey! Where's the analyzer?
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I don't have it... I need a new computer first, then I'll edit this with analyzer
Where can I play this awesome-looking map?
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It's published on NA.
UPDATE 9/16: Most, if not all changes have been addressed. The mains are larger, the fourth bases have been fixed (mineral issue), and the middle is less open.
Mods, please change the thread title to [M](2)Korhal Brawl.
The map:
+ Show Spoiler +
10/28ish update!
Toyed with the water, eventually removed it.
Some more doodads.
..
Ok, I mainly just wanted to bump this, plus the deadline for the TL map contest is coming up, so...
![[image loading]](http://i.imgur.com/IanZf.jpg)
Ok, I completely changed this map because I could. ^^
Less circle syndrome, islands, more accessable middle!
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Changelog: Everything? But primarily:
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-Added islands
-Opened up paths into the middle to make it more accessable
-Added islands
-Created a backdoor path into the third
-Removed the golds
-Moved 4ths further up
-Added another base between 4th and 5th
-Made watchtowers less defensive.
-Natural choke width reduced to 9 squares
-Water :D
-Tiny other aesthetic changes.
-Map made bigger.
-Opened up paths into the middle to make it more accessable
-Added islands
-Created a backdoor path into the third
-Removed the golds
-Moved 4ths further up
-Added another base between 4th and 5th
-Made watchtowers less defensive.
-Natural choke width reduced to 9 squares
-Water :D
-Tiny other aesthetic changes.
-Map made bigger.