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KTV Maps TLMC!

Forum Index > SC2 Maps & Custom Games
Post a Reply
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 05 2013 17:53 GMT
#1
[image loading]

TLMC Edition!


[EU],[AM]




[image loading]


Overview

+ Show Spoiler +
[image loading]




Info

+ Show Spoiler +
Size: 150x150
Main ramp 2 main ramp distance [Cross spawns]: 126 (52 in game seconds from town hall to town hall)
Main ramp 2 main ramp distance [vertica/horizontal spawns]: 179 (65 in game seconds from town hall to town hall)
Xel'nagas: 1
Full bases per player: 8
Half bases per player: 0



Foresta is my first forest map, the map itself was made to make multitask and harass as important as posible, while maintaining a standard layout, the map will reward the player that has the most active style of harass, but since there are big wide and clear paths to the enemy there will be big battles fought over.



Screenshots and other infos

+ Show Spoiler +
http://imgur.com/a/Fx9Z4#0






[image loading]


Overview

+ Show Spoiler +
[image loading]




Info

+ Show Spoiler +
Size: 138 X 122
Main ramp 2 main ramp distance: 118 (52 in game seconds from town hall to town hall)
Xel'nagas: 2
Full bases per player: 6
Half bases per player: 0



Zeara District brings the beauty of the light bridges that Cloud Atlas had but disgregating his pasive games. This map was design with tactics and complex strategies in mind while maintaining the simplest posible layout.

The map will play as a solid map while maintaining a healthy amount of rush and non standard play, the map has many drop pods which are highlighted by yellow.


Screenshots and other infos

+ Show Spoiler +
http://imgur.com/a/GQJJi#0
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 05 2013 20:19 GMT
#2
I really like the aesthetics and the map layouts look solid too.
RookUK
Profile Blog Joined August 2012
United Kingdom283 Posts
May 05 2013 20:41 GMT
#3
I've had a quick play on both of these and I like them as much, if not more, than the last bunch of your maps. Foresta's aesthetic reminds me a little bit of Command & Conquer and Red Alert's forest maps, which is a good thing.
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
May 05 2013 22:08 GMT
#4
Foresta is simply gorgeous. I worry about the rush distance. It seems like an improved Whirlwind.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 06 2013 02:41 GMT
#5
On May 06 2013 07:08 FlyingBeer wrote:
Foresta is simply gorgeous. I worry about the rush distance. It seems like an improved Whirlwind.

Comparing it to whirlwind? what an ego boost ^^

About the rush distances, in cross spawns is slightly longer (since the units need to walk around the center in my map, meanwhile in whirlwind the units walk straight to the enemy base), but in vertical/horizontal spawns the rush distance is shorter by a considerable amount, so when you send your scouting probe and you don't find you oponent in the first horizontal/vertical base you scout, you should still be able to scout faster than you would do on whirlwind.

What i mean is that this map is scouted faster than whirlwind even if it has a longer cross spawns distance than whirwind itself.

Thanks for your comments guys they mean a lot to me ^^
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 06 2013 04:05 GMT
#6
Digging district!
Retired Mapmaker™
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 06 2013 05:22 GMT
#7
District is really cool. Also the corner highgrounds are pretty cute.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-05-07 00:45:38
May 07 2013 00:44 GMT
#8
One thing i forgot to mention is that the empty areas of the corners of the map are buildable, so the players can hide buildings there, in one of the testing games i saw a ~diamond tester float a factory there and start building alot of widowmines to then grab two medivacs fill them up with the widow mines and then drop the mines into the Protoss player mineral lines... it was awesome.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
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