![[image loading]](http://i.imgur.com/ffBunET.jpg)
Khalani Sanctuary
(by Travis "Caustic" Willis)
Tileset: Aiur
Map Size: 148x148
Published on: [NA] [EU] [SEA] [KR]
+ Show Spoiler [Publishing Legend] +
Green means the map is live and up-to-date in the region.
Blue means the map is live in the region but on an outdated version.
Red means the map is not published to the region.
Blue means the map is live in the region but on an outdated version.
Red means the map is not published to the region.
(click on images to view larger version)
![[image loading]](http://i.imgur.com/4Ik8ShEl.jpg)
![[image loading]](http://i.imgur.com/SM7WTx9l.jpg)
+ Show Spoiler [Version 1.2] +
+ Show Spoiler [Version 1.0] +
Changelog:
+ Show Spoiler +
v1.5
Lighting
- Increased the default Aiur bloom threshold to fix a visual issue with Protoss UI.
v1.4
General
- Cleaned up imported image to avoid excessive file size
- Added a new Galaxy eSports loading screen
v1.3
Terrain
- Increased width of natural ramps
- Updated cliffs and assets to use Heart of the Swarm aesthetics
- Updated map to use Heart of the Swarm dependencies
v1.2
Balance
- Increased width of ramps to high-ground middle bases in response to immortal/sentry all-ins
- Altered destructible rocks near low-ground middle bases to allow better army movement and harassment opportunity
- Added line of sight blockers to key positions on the map
- Adjusted low-ground middle bases to be more aesthetically pleasing
- Adjusted main base cliffs to look more natural
- Map has undergone a complete aesthetic overhaul, with improved texturing, completely-redone doodads and altered lighting
- Added new Battle.net map info features, including patch notes and screenshots
- Replaced neutral lowered supply depots with new neutral unit: unbuildable bricks (destructible)
- Updated map name from "Khalani Sanctuary" to "Galaxy - Khalani Sanctuary" to make it easier to search for Galaxy eSports maps on Battle.net
v1.1
Balance
- Added neutral supply depots at the bottom of main base ramps, per tournament standard
v1.0
General
- Initial release
Introduction / Map Concept:
I wanted to make a 4 player rotational map that allowed all spawns, wasn't as overly large as current 4p rotational maps like Whirlwind, and still allowed varied strategies in all spawns (e.g. no "oop, horizontal spawns, I guess I have to 2-base all-in" shenanigans -- though you're free to do so if you wish).
Nothing mind-blowingly innovative, just a good, solid 4p map with all spawns enabled and reasonable rush distances. Surprisingly rare to find, so I figured I'd make one.
+ Show Spoiler [Obsolete as of v1.2] +
Probably the one neat little feature I like is the destructible rocks at the low-ground thirds. These both serve to help protect that base from/delay early pushes, as well as segregate the map into quadrants, connected by the centre portion of the map. To access additional resources (likely to be 4th base in close position, 5th base in cross), you'll have to break these rocks down yourself to open up the map.
Community Response Highlights:
+ Show Spoiler [Plexa, admin staff for teamliquid.net] +
On October 16 2012 19:36 Plexa wrote:
I like this map. I think you've done a really good job at creating a very playable map. I will try and get some games in on it over the next few days.
I disagree. This map isn't about interesting expansion dynamics, it's just about solid strong standard play. This is more like an Ohana rather than a Cloud Kingdom, if you catch my drift. Not every map needs to have interesting expansion layouts, and this is one case where it isn't necessary for good and interesting gameplay. With that said, if every map was safe and boring then the map scene would be very very stale
but there is a place for well made 'boring' maps.
I like this map. I think you've done a really good job at creating a very playable map. I will try and get some games in on it over the next few days.
I disagree. This map isn't about interesting expansion dynamics, it's just about solid strong standard play. This is more like an Ohana rather than a Cloud Kingdom, if you catch my drift. Not every map needs to have interesting expansion layouts, and this is one case where it isn't necessary for good and interesting gameplay. With that said, if every map was safe and boring then the map scene would be very very stale
![](/mirror/smilies/smile.gif)
+ Show Spoiler [FlaShFTW, King of Third Bases on TL] +
On October 19 2012 07:17 FlaShFTW wrote:
this map is solid and very nice. these kinds of 4p rotational are what really make me smile. because they have that optional 3rd that really works.
this map is solid and very nice. these kinds of 4p rotational are what really make me smile. because they have that optional 3rd that really works.
+ Show Spoiler [Gfire, mapmaker for ESV] +
On November 06 2012 06:43 Gfire wrote:
Seems pretty good. The proportions and ramp sizes in the middle sections might be a bit constricting. Here and there maybe a minor adjustment in proportioning would be good, but the map's pretty nice. It's got an interesting structure but it's pretty solid.
Seems pretty good. The proportions and ramp sizes in the middle sections might be a bit constricting. Here and there maybe a minor adjustment in proportioning would be good, but the map's pretty nice. It's got an interesting structure but it's pretty solid.
+ Show Spoiler [IronManSC, creator of Ohana] +
On February 21 2013 16:10 IronManSC wrote:
It's like a mixture of Sanctuarium and Whirlwind.. good alterations, and a nice clean map!
It's like a mixture of Sanctuarium and Whirlwind.. good alterations, and a nice clean map!
+ Show Spoiler [lorestarcraft, fellow Galaxy mapper] +
On February 24 2013 03:21 lorestarcraft wrote:
Well, I just want to say that as I play this map more, the thing that strikes me is that I can play almost any style in any position, which really gives me the ability to play re-actively and pro-actively. This is the strength of a good, standard map. To have this feature in an all spawns 4 player map, is just great.
This map does what it wants to do!
Well, I just want to say that as I play this map more, the thing that strikes me is that I can play almost any style in any position, which really gives me the ability to play re-actively and pro-actively. This is the strength of a good, standard map. To have this feature in an all spawns 4 player map, is just great.
This map does what it wants to do!
About Galaxy eSports:
We're an organization focused on helping build the SC2 mapmaking and North American competitive scenes. Follow us and keep up with our progress!
Twitter: @galaxyesports
Facebook: http://facebook.com/galaxyesports
Website: http://galaxyesports.com
Contact the mapmaker by email at caustic [at] galaxyesports [dot] com