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(4)Zel Kalith
Status: Uploaded to NA Map Progression: Beta Locations: Four (Intended for two) Size: 160x160 Playable: 138x140 Watchtowers: One Gold Expansions: Two
Full View of Map: (Updated 2/2/11 12:13am)
Optional Watchtower Placement:
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I've been told that the Watchtower isnt useful at its current position. I could only think of one area that it may prove beneficial but it would mean that there would have to be four Watchtowers which I'm not looking foward to doing.
Map Analyzer:
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I'm contemplating reshaping the naturals so that the second ramps lead toward the gold expansions. By doing that I can get rid of the gaping cliff wholes separating the destructible expansion rocks.
Notes:
The temple walls in the center of the map block air traffic. You may guide air units between the arch's that tower high enough. I need help improving the pathing. I will need some comments on that.
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Start Locations for 1;1s will always spawn @ the Cross Positions (the farthest of all rush distances).
Comments and criticism are appreciated.
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i dont know alot about maps but it looks very good but imo its not great for 1v1 (just a feeling i have) though it would be a cool/weird map for 2v2 and would love to play it
goodjob
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[M]Zel' Kalith (2)Tortugan Blockade
what one is it now?
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dezi
Germany1536 Posts
I like the fact that even if you start close position there is a good 3rd available BUT i would increase the ramps to these (the map feels somewhat choked).
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widen or double the very center lumps ramps
EDIT
Also make the two bases with gas on the inside and split minerals normal (mins with gases at the ends). plz. Its just really annoying to not be able to easily box and count/pull the workers on minerals and there is no real reason to do it this way.
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Is it possible that this map isnt a mirrored? There seems to be a couple differences between sides...
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1 block differnce but that the same for all maps.
the map is far too choked at the moment, there needs to be even number of wide open spaces to chokes (chokes count for ramps aswell)
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i think it's quite nice but why lock 1v1 spawns! you should allow all spawns, the 3rd in center for close spawn is even quite viable with your ramp/choke setup imo and not locking spawns will add more depth
mb lock them in 2v2! left vs right
good job i really like it
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You could do 3 watchtowers, with the extras where the little water patches are between the gold and blue middle bases. That might be a little overpowered though because it would give vision of basically the entire map. Or you could do 2 in those positions, and remove the middle one, leaving the fact that it's high ground to be the advantage.
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On January 27 2011 20:54 ihasaKAROT wrote: [M]Zel' Kalith (2)Tortugan Blockade
what one is it now?
Zel' Kalith lol sorry. I copied and pasted an older thread so I didnt have to type so much
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On January 28 2011 00:19 ihasaKAROT wrote: Is it possible that this map isnt a mirrored? There seems to be a couple differences between sides...
The picture posted for the OP was a day old. I just updated it. But yes the map isnt totally mirrored but for symmetry I copied/pasted the main bases and then went back and slightly altered some terrain for aesthetic purposes.
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I would remove the rocks on the 2:00 and 8:00 blue third bases, because as it stands now I see no reason to take the blue over the gold (I know it's a longer walk distance, but the blue is so exposed to the cliff behind it :[)
Other than that, looks cool.
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What if I switched the Gold and Regular minerals that are blocked by the Destructible Rocks at the center and 1 and 7 oclock expansions? If i moved the blue expansions to the outside/corner of the map, I could remove the destructible rocks. I think that would be better.. thoughts?
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The ramps in the center seem kinda small to me, especially once armies started to get larger (also with force-fields). I would widen them up a little more. I like the overall look and the layout around the mains though.
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On January 28 2011 01:11 forelmashi wrote: i think it's quite nice but why lock 1v1 spawns! you should allow all spawns, the 3rd in center for close spawn is even quite viable with your ramp/choke setup imo and not locking spawns will add more depth
mb lock them in 2v2! left vs right
good job i really like it
the distance from 11 to 4 and 10 to 5 would be way too short if I didnt lock the starting positions.
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It's been said already and I agree that the entire map seems very choked. The ramps are all narrow, which gives Zerg a lot of trouble, especially considering the map isn't as spacious as it should be.
What might help, and is a quick fix, is to drop the cliff level of the thirds. Flattening that out will help out Zerg. That means you would most likely want to drop the middle down a cliff level too.
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On January 28 2011 06:49 NastyMarine wrote: What if I switched the Gold and Regular minerals that are blocked by the Destructible Rocks at the center and 1 and 7 oclock expansions? If i moved the blue expansions to the outside/corner of the map, I could remove the destructible rocks. I think that would be better.. thoughts?
I like this idea ! :D it works well with the idea of the gold being risky, since there's a really abuse-able cliff right beside it.
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Updates:
Added some more doodads. Switched the high yield expansions with the one and seven o'clock expansions. Removed destructible rocks at the one and seven o'clock expansions.
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If your interested I'm usually in the chat channels Day9tv or Teamliquid trying to get KotH going on this map. Just msg me on b.net or tl.net or go to channel Zel Kalith for KotH
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