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By: Zolek Published on: NA Playable bounds: 168 x 114
![[image loading]](http://i.imgur.com/IszWh8a.jpg)
Angled Image + Show Spoiler +
- 12 Total bases - 56 second main to main (worker) - 44 second rush ramp top to ramp top (worker) - 42 second natural to natural (worker) - Main to natural in 1 creep tumor - Normal FFE
I only took 1 year vacation before finishing this map yeehaw.
Decals are green in game I have no idea why the map editor hates me.
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This is a great layout. Its been a while since I've seen a highly rectangular map but I love what you did with this one. The LOS in the middle look super sweet too. The only real complaint I have is the lava. Its not REALLY necessary and just looks a little awkward. Once you spruce up the doodads and textures though, this map will be a great piece!
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When you came up with this layout, were you perchance inspired by Supourman's old BW map, Sky Kingdom? + Show Spoiler +
Contra KingCorwin, I actually like the lava. I think it's a cool looking accent. But I do think you should work on the texturing in the main and the low ground.
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I turned the lava off for now because my friend testing the map also complained. It could come back though!
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This is one of those super solid layouts that you just can't say too much about. Nice. ![](/mirror/smilies/smile.gif)
The FFE against the rocks is pretty interesting. When the rocks are down the flow of the path around the wall is pretty unusual.
The area near the tower is kinda chokey but I think it's just barely okay. Might need to reduce the jutting hole by 2 squares, maybe, maybe.
I would be perfectly content if this TLMC'd to ladder.
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It's like cloud kingdom, entombed valley, and crossfire had a love-child. I like it.
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This map looks very nice, would love to see it on the ladder.
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I'm wondering how the map's atmosphere would change if you took out the water and changed it to have lots of overgrown vines and to add a dark, foresty vibe to it. Can't argue too much about the actual map balance/layout, seems pretty solid.
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I can't help but feel that I've seen this layout before :-/ Is this a rehash of one of your older maps perhaps? Or am I just seeing similarities.
Looks nice though, I like Whiplash's idea about some forest doodads.
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I'm sure it seems familiar because it actually is one of my older maps. I just worked on it some more after it sitting on my comp for a year. The old thread still exists with the same name.
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I added some doodads, 2346 to be exact, to make it purdy. The Decals are green and heavily faded, but show at full brightness and orange in overview/load screen (anyone have a fix for this?). I added some vines and lots of trees to get a little bit of the dark forest thing going on that people asked for.
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I like the map. As usual. But I would love some maps with a lit of water around. Like the good old maps in BW.
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Interesting map. Yep, definitely reminds me of CK, but it has some quirks to it. It'd be nice for this to be tried on ladder/tournaments. I do not particularly miss CK, but it may make those who do happy, while still provide something different. I like it. Cool name, too. ^^
On April 27 2013 14:31 FlyingBeer wrote:When you came up with this layout, were you perchance inspired by Supourman's old BW map, Sky Kingdom? + Show Spoiler +
Actually, Cloud Kingdom was first created for SC2 by SUPEROUMAN and was ported to BW as "Kingdom of Clouds" by CrystalDrag: There's also a different ported version.
Anyway, just thought I would clarify where the credit is due
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United Kingdom12022 Posts
I love this because to me personally I think it takes what cloud kingdom tried to do and makes it much, much better.
The third isn't hard, but it isn't super easy like it was on CK and even the fourth is slightly harder as it's actually quite a distance away from your third rather than being right down the ramp and finally gone are those large back paths which made playing mech vs bio almost impossible on that map. Really hope I can find someone to play this map with, can't wait to give mech a try on it vs all the races. ^^
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On May 05 2013 09:00 Qikz wrote: I love this because to me personally I think it takes what cloud kingdom tried to do and makes it much, much better.
The third isn't hard, but it isn't super easy like it was on CK and even the fourth is slightly harder as it's actually quite a distance away from your third rather than being right down the ramp and finally gone are those large back paths which made playing mech vs bio almost impossible on that map. Really hope I can find someone to play this map with, can't wait to give mech a try on it vs all the races. ^^ CK's concept was small chokes through the mid (short rush distance) and wider paths on the sides. This map is pretty much the opposite.
Comparing the thirds is a little interesting... Here you have a 4x ramp to defend first, which is pretty wide but it's also not right in front of the base like on CK. This means you don't have to squish around your town hall to get a concave on the ramp, but since it's a 4x you won't be wanting to anyway so it's kinda weird. I like this third better than CK's for sure.
For the fourths though... I think this one's easier even if it's a bit further from the actual town hall at the third. You have that nice little pit out in front of it creating some chokes (like an older version of CK, actually.) Comparing them though, this one is further from the enemy and more covered by the positions you already have to defend to defend your first three bases. There's also not a high ground ridge above it.
I think the fourth here might be too easy.
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The initial version of this was way more similar to CK, albeit still fairly different (mainly b/c of the different dimensions. 168x114 much diff from 124x132). This however is just a completely different map.
I agree w/ gfire in that the 4th might be too easy. Especially since the 5th is a really easy next step w/ the rock protection. I'm not really sure how you would change that without completely changing the layout, though.
Pretty solid map overall.
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Rocks on 4th base spot or Rocks on ramp/modifying ramp between 3rd/4th Droppable ledge behind 4th
Do any of these changes potentially help at all? I don't think they really do. I do think that while it is on the easier side it also represents a lot more defensive perimeter since you have to cover basically the whole map width at that point, and the 4th is also very air/drop vulnerable. Running your army side to side to defend isn't that easy since it means going out by the xel naga tower, or running in that narrow passage outside your base. I'll take ideas for how to fix it up if anyone has any though.
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I quite like it but I’d definitely add rocks between the second and the third.
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the third, fourth, fifth progression is kinda bad
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