When Blizzard's map designers made Kulas Ravine, I believe they set out to create a map that had it all. The result? A map with TWELVE destructible rocks, TEN watchtowers, and HUNDREDS of doodads on top of a complex terrain that, theoretically, would provide players with a versatile and extremely fun map.
I don't believe that Blizzard achieved this. Less is often more, and players reacted to Kulas Ravine (largely) negatively before balance issues were considered.
The redesign process began with the following beliefs:
1) The natural expansions are very difficult to defend. Located far from mains, exposed, and vulnerable to aggressive cliffing, it was common to see one base play in beta.
2) The middle area of the map is cramped and tricky. Players often feel safer to remain in their bases than to move into the middle. The middle should be easier and more rewarding to navigate.
3) Performance issues are more frequent on Kulas Ravine than other 1v1 maps, since it is large and full-action busy with animated doodads and lots of them. Removing significant numbers to increase performance without undermining the beauty of the map is necessary to alleviate these issues.
Neo Kulas Ravine 2.0
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Old version (with original changes marked):
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Major Changes:
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1) Destructible rocks into high ground expansion have been removed. Ramps on the inside 3 and 9 to the high ground expansions have also been removed. Players now have an in-base natural expansion. The mineral line has been repositioned so that it is more vulnerable to harass from the low-ground. Neo Kulas Ravine supports games that proceed into mid- and late-game, but still rewards well-executed early game aggression.
2) The 12 and 6 high-grounds are now smaller and have been pushed out of the middle of the map. The terrain around the central watchtowers has been revised. The middle portion of the map is significantly larger, able to accomodate large armies. The accessibility of the two watchtowers makes it look and feel like a proper battlefield.
2) The 12 and 6 high-grounds are now smaller and have been pushed out of the middle of the map. The terrain around the central watchtowers has been revised. The middle portion of the map is significantly larger, able to accomodate large armies. The accessibility of the two watchtowers makes it look and feel like a proper battlefield.
Minor Changes:
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1) Hundreds of doodads and 90% of animated doodads have been removed. I bet you didn't notice.
2) The little patches of water outside of the inside 3rd expansions have shrunk. The cliffs beside the high yield expansions have also slightly reduced in size. These changes further increase the size of the middle.
3) The cliffs beside the high yield expansions no longer support units.
4) The 3rd inside mineral line has been repositioned so that it is less exposed to cliffing, but is still exposed.
5) Removed two watchtowers at 12 and six and centered the remaining. The remaining watchtowers now have vision of two expansions.
Version 2.0 changes:
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1) Got rid of pesky tree at top right choke.
2) Shifted the central watchtowers and 12 and 16 cliffs further from the middle to open it up more yet.
3) Pocket behind 3rd expansion now has a doodad and building blockers to prevent proxies in that location. Players have other options for cheese if they insist, but this one was far too out of the way.
2) Shifted the central watchtowers and 12 and 16 cliffs further from the middle to open it up more yet.
3) Pocket behind 3rd expansion now has a doodad and building blockers to prevent proxies in that location. Players have other options for cheese if they insist, but this one was far too out of the way.
In conclusion, I believe that Neo Kulas Ravine allows for funner and more balanced games than the original. I will listen to your comments and modify the map accordingly.
Response to feedback:
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- There have been mixed responses to the in-base expansion, but the feedback is generally good. I stand behind the decision, since there is currently no map in the ladder pool with one and Kulas Ravine is a very suitable map for it. Additionally, as the metagame develops and players learn to counter aggressive builds with economic ones, this sort of change will be desired in the same way it was in BW on maps like Colisseum 2.
- I wholly disagree that the new design poses more of a problem for zerg than the original.
- Thanks to all! I will have a playable download soon so you can feel the changes! For now, let me know if you agree with these changes and feel that Blizzard should revise Kulas Ravine along these lines.
- I wholly disagree that the new design poses more of a problem for zerg than the original.
- Thanks to all! I will have a playable download soon so you can feel the changes! For now, let me know if you agree with these changes and feel that Blizzard should revise Kulas Ravine along these lines.
Poll: Blizzard should revise Kulas Ravine along these lines
No (28)
80%
Yes (7)
20%
35 total votes
Yes (7)
35 total votes
Your vote: Blizzard should revise Kulas Ravine along these lines