Come on Monitor, we want our Compound back!
[M] (2) ESV Korhal Compound - Page 2
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SidianTheBard
United States2474 Posts
Come on Monitor, we want our Compound back! | ||
lefix
Germany1082 Posts
compound ftw | ||
monitor
United States2400 Posts
On November 10 2011 17:50 Meltage wrote: Needs more luv. I'm glad you're plannign to move daggoth Crater back to this Thanks. On November 11 2011 00:11 SidianTheBard wrote: Yeah, no idea what you were thinking when you changed it from this piece of work to a damn crater! Come on Monitor, we want our Compound back! It's coming back! | ||
IronManSC
United States2119 Posts
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LunaSaint
United Kingdom620 Posts
That's more like it. Best of luck for the voting in the TL map contest. | ||
monitor
United States2400 Posts
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dezi
Germany1536 Posts
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Modernist
United States89 Posts
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monitor
United States2400 Posts
On November 13 2011 04:42 dezi wrote: I like its retexturing - simple and nice to the eye ^^ Thanks! I hope it turns out well in-game too. On November 13 2011 05:02 Modernist wrote: I think there should be rocks on the ramp between the 3rd and 4th to help PvZ/TvZ. That's an interesting point, I'll have to think about it. Right now Protoss/Terran can wall off the choke between the third and fourth on lowground with two gateways and a pylon though, which should shut down most of the aggression from that angle. | ||
EatThePath
United States3943 Posts
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monitor
United States2400 Posts
On November 13 2011 05:21 EatThePath wrote: Didn't the 5th base move into the hollow between the main and highground for Daggoth Crater (becoming an alternate 3rd)? That's a very different layout. What's going on here?! XD Yes that base has changed. The problem was that it was almost useless, because it was too far from the natural to be taken as a third or fourth, but it couldn't be taken as a fifth because it was too close to the opponent's fourth base. | ||
monitor
United States2400 Posts
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The_Templar
your Country52794 Posts
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LiamTheZerg
United States523 Posts
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monitor
United States2400 Posts
On November 14 2011 09:40 TehTemplar wrote: So pretty <3 Thanks! On November 14 2011 13:43 LiamTheZerg wrote: Looks gooood ;9 Thank you! | ||
monitor
United States2400 Posts
Changelog 1.6 -Removed doodads in center to encourage moving through middle -Changed cliffs to Port Zion Manmade so the main ramp appears to be 1 forcefield wide -Changed lighting to BelShir to be easier on the eyes -Added rocks to part of the ramp to the fifth to make it easier to defend | ||
Barrin
United States5002 Posts
As a beta/alpha tester (played several games vs monitor, ZvP's) I almost feel obligated ^^ Vulnerability Highlights: When it comes down to it, there's something for everyone. It's actually too many to list so I won't try. Siege/Collosus/Range cliff influence: + Show Spoiler + Basically this picture highlights all the areas where siege tanks/collosus and other ranged units can be made powerful by using cliffs on the high ground. There's a lot of this stuff, and it really doesn't seem overpowered to me. But I want to highlight one area in particular: + Show Spoiler + Taking that high ground area against the third really really gives you a lot of leverage over the third. Let's look more at attacking the third: + Show Spoiler + It's hard not to feel what this picture is pointing out. It's really one of the first things I felt lol. Basically, you're usually going to have to fight for your third. It is often much easier to intercept the army on the way to your third before it gets there. (Going in the other direction for the third puts you on high ground but is significantly closer to the enemy and doesn't have a proper followup expansion, as it is on the enemy's side of the central map width). 4-base Attack Width Lines: + Show Spoiler + 4-base vs 5-base Attack Width Lines: + Show Spoiler + I really like how short the yellow lines are compared to the length of the red line. If there is any circle syndrome on this map, this counteracts it plenty. It is worth noting that there is actually a lot of pathable area (especially width) between the yellow lines. 5-base vs 5-base A: + Show Spoiler + 5-base vs 5-base B: + Show Spoiler + Basically, the first one (A) is far more defensible. Essentially (IMO), all of this means that your ideal fifth is not far from the enemy's main/natural. In terms of gravity, the there is a circuit here that is very close to completing, which is why there is circle syndrome on here at all (again CS is not necessarily a bad thing). However, it is counteracted plenty by short 4-base Attack Width Lines with a relatively long attack distance line; which is, again: + Show Spoiler + Now to identify where the Central Map Width really is on this map, all things considered: + Show Spoiler + This map is very well made. It has a relatively high level of "normal" to it, but it's execution (particularly proportions) is truly top-notch. And even though it does look "normal" on the surface, there is some seriously badass manipulation of vulnerabilities which create tons of extra potential scenarios. It all leads into a solid map where macro games are plenty likely, but lots of creative attacking can happen in the meantime; and it did it without trying to be particularly groundbreaking. On all scales, both aggressive and macro maps, this macro vs aggression balance should be strived for, depending on where it is on the scale. This map happens to fit a veritable sweet spot dead in the center between a macro map and an aggressive map + Show Spoiler + for 8m2g bases at least :X Maybe I haven't been the biggest fan in the past, but this map did just keep growing on me lol. | ||
SidianTheBard
United States2474 Posts
Map Rank: 2nd Korhal Compound I'm confused why this map is getting no love at all. The Main through 4th bases are probably one of the best expansions paths I've seen in a map. Not only are the 3rd and 4ths fairly easy to get, but they also open up many vulnerablities if you do end up taking them. You can easily punish players that take a too greedy third due to the lowground. When you take the 4th you have to worry about the highground right behind you. It's awesome though because as for main attack paths when you get a 4th you really only have to watch two places, yet it also there are tons of opportunities for harass. Harass = Good. I haven't talked much about watchtowers yet, but this map has the best xel'naga watchtower placement of all the maps. It shows just enough. Basically having vision of the ramps in the middle is great, it makes the middle of the map more dangerous to walk through, although it's also the fastest way to your opponent. You can take a slower way around the outer edges of the map though and you won't get spotted. Now when playing, do you just go down the ramps into the middle only to get spotted so they have time to prepare, or do you take the extra 20 seconds to walk around the outside of the map to get to your opponent out of watchtower range. If it weren't for another ESV map, this one should have easily gotten 1st place. | ||
Sinnwin
United States12 Posts
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Timmay
United States111 Posts
Should it be that easy to cannon? | ||
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