I haven't done any texturing, and making it pretty, etc. I basically just threw together the core layout (base positions, cliff heights, etc) for testing using a single plain tileset. You can play it on SEA.
I've named the map Korhal Battlefield, because it kind of gives me a similar feel to Korhal Compound, particularly the late game bases. I'm not particularly attached to the name, and as you may read, there is inspiration drawn from various maps (shakuras, daybreak, bifrost, cloud kingdom, and others)
My goals are:
To build a good macro map with some character. It has three fairly defensible bases, similar in layout to Cloud Kingdom with its 3rd and natural sitting around the main, shutting down direct attacks in to the main after you establish these bases.
To encourage end game creativity.
Known Issues:
Some of the mineral placements are off (I've done a lot today so I will get stuck into fixing those tomorrow, along with some other things). Fixed some, will continue testing.
No tile textures etc, just plain ground tiles
Some cliff walls are not the right texture.
Thoughts:
Still to add some sort of vision obstruction to some areas (e.g. Xel Naga Towers) - steam vents, long grass etc
Changes/Fixes:
v 0.2
Main and natural are both bigger, cliff style changed to man-made from natural
Protoss can now actually wall properly, previously the optimal pylon position would be inside the nexus.
Extended the main and took out those little cliff towers. Siege tanks placed dropped in high places shouldn't totally lock down an entire base.
Too easy to deny opponent's late game bases (turtling at choke/ramp). Created back doors to both the far corner bases and the middle bases
Adjusted central bases, added cutaways to the big bare areas between natural and adjacent corner bases. The new position should provide a greater defender's advantage to the exposed fourth. Added destructible rocks to provide a different lane through the centre in the late game
Ramp at the mid-lateral bases moved closer to the 3rd.
Xel'Naga Towers moved to a more lateral position. Reduced to 2 from 4.
Added a neutral supply depot to the back ledge to prevent cannon rushing.
Added a height 1 ledge (a la antiga) to allow a backdoor for reapers into the base. The cliff surface area in the natural might be really good already, so this may change.
v0.3
Minor mineral patch positioning changes
Increased dead space between main and natural so that overlords aren't in vision
v0.4
Ledge behind main removed (ledge behind natural remains)
Centre expansions moved aside
Central cliffs connected to Y-shaped dead spaces so that attackers can't threaten third then immediately go around and attack natural
Ramp at the side-middle bases increased to be REALLY wide
Platform of side-middle bases increased so that siege tanks can't get into a nook and threaten the entire base
Pathway around the back of the adjacent bases increased in size
Foliage height reduced at the top end so as to make that back pathway visible.
Ledge above those expansions has no unit pathing
Overall, the expansion pathways are now less linear, and an opponent trying to deny bases on one side should free up the other
3rd base pushed further away from main
Main base has been adjusted so that distance between natural and 3rd is reduced, however it's a little bit too small at the moment (the price of preserving the dead space between main and nat). In the mean time, enjoy an extra large natural while I try to think of a solution.
The "C" shaped walls in the centre of the map feel a little bare. I think another base may be cluttered - perhaps an alternative location for Xel'Naga Towers?
v0.5
Forgot to add one of the mineral lines and gases after moving - lol. Fixed.
Added smoke vents around xel naga towers
Removed unit pathing from central raised areas
Anyway, I'd love some feedback, I'd love to get it to the standard where it could be considered fair/balanced enough for a tournament map pool.
Darknoob and i just had a game on it. Map seems okay good for protoss with forcefields so many small areas to block off like main to nat and nat to 3rd or just block off 3rd. I liked it only problem was dark couldnt FFE xD http://drop.sc/283550
Darknoob and i just had a game on it. Map seems okay good for protoss with forcefields so many small areas to block off like main to nat and nat to 3rd or just block off 3rd. I liked it only problem was dark couldnt FFE xD http://drop.sc/283550
Thanks for the rep. That's getting fixed right now lol
OK so I just uploaded a revision this morning, v0.2. I hope it worked as I was actually running late for work, so I couldn't even log in to check. I'll update OP with change log. I appreciate the feedback so far (from here and from the ToR lads). I think the latest version fixes all the major issues uncovered so far as well as some of the minor - I hope people will be willing to test out v0.2!
These changes are awesome man! Exactly what I had in mind. Suggestion number one would be remove (or cut in half, I might like this more actually) the bottom of the c. I think it makes the choke too small. Suggestion number two is have some space between the back of the mineral line and the wall for the adjacent bases, this to avoid back and forth dropping between the two bases. (So you can build turrets behind the min line to shut down the drop. Not much else to say right now, looks pretty good!
Just an update on this on the chance that someone will read it, even after this has disappeared from the blogs widget on the front page. I've added textures and made a lot of minor tweaks here and there. I've now published my first major release (which I still consider beta, but it's actually playable, I feel). So now even more, I'd appreciate any feedback and bug reports! Thanks again...
I'll update the pics when I get home from work this evening. If you played on the map last week, I think you'll notice what a big improvement has been made!
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