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[M] (4) ESV Khaydaria by IronManSC

Forum Index > StarCraft 2 Maps & Custom Games 1 2 3 4 5 6 7 8 All
 
 IronManSC   United States. May 24 2012 08:49. Posts 1640
Profile # 
ESV Khaydaria by IronManSC


Published to [NA] [EU] [KR] [SEA]




TvZ: 5-6 (45.5%) | ZvP: 4-5 (44.4%) | PvT: 3-9 (25%)


[image loading]

Changelog:
+ Show Spoiler +

Screenshots:
+ Show Spoiler +



Introduction

The name Khaydarin is in reference to the starcraft lore in which the Xel'Naga were chased off Aiur by the Protoss and left Khaydarin Crystals behind. Thus, the name Khaydaria expresses a large area full of these crystals, and I found it to be an appropriate name.

This is my first 4-player map ever in my history of map-making. Yes, all spawns are enabled. It can always change but based on the number of masters games I've watched, it hasn't been an issue at all. I know it's probably not the best in terms of symmetry or what major imbalances this might impose, but i felt like I could take Antiga Shipyard and somehow make it better. On this map, there is a viable 4th base, and the bridges allow for an easier 5th without the immediate need to destroy the destructible rocks.

For my first 4-player rotational map, I tried to implement and cater as many play styles as possible without making this positionally imbalanced in any way. Hopefully I did alright

As always, leave comments and feedback ^^



Map Details:
Players: 4
Playable Size: 152x152
XWT: 1
Bases: 16

Tileset:
[image loading]

Analyzer:
Nat to Nat Close Spawns: + Show Spoiler +
Nat to Nat Cross Spawns: + Show Spoiler +
Summary: + Show Spoiler +
Last edit: 2012-07-27 02:26:19
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 Blackrobe   United States. May 24 2012 09:17. Posts 665
Profile # 
Will try it out!

Thanks for the hard work! :D
"To make no mistakes is not in the power of man; but from their errors and mistakes the wise and good learn wisdom for the future."
Old Post

 
 Dexington   Canada. May 24 2012 09:32. Posts 5867
Profile Blog # 
Looks like it will play almost exactly like Antiga Shipyard until the 4th base.
"Man you guys are missing out waving your stats dicks about instead of watching this pvp" - bbm
Old Post

  Praetorial   United States. May 24 2012 09:37. Posts 3631Profile Blog # 
This looks a lot like the new League of Legends map retexture.
FOR GREAT JUSTICE! Bans for the ban gods!
Old Post

 
 LunaSaint   United Kingdom. May 24 2012 09:52. Posts 601
Profile Blog # 
Mmmm, love the loads of different potential spawns.

Edit: Also I like the tiny templar statues on the pillars.
Last edit: 2012-05-24 09:53:50
Old Post

 
 FlaShFTW   United States. May 24 2012 10:11. Posts 4957
Profile Blog # 
looks amazing :D

though there might be some imbalances like closer drop on the third for some spawns.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 -rndmMusliM-   May 24 2012 10:19. Posts 14
Profile # 

though there might be some imbalances like closer drop on the third for some spawns.


I second this, good spot flash! Cross spawns just seems the most logical thing to force for a competitive map.
Old Post

 
 Psilo   United States. May 24 2012 11:07. Posts 103
Profile # 
Looks nice! will try
Old Post

 
 RumbleBadger   May 24 2012 12:36. Posts 322
Profile # 
I love the idea of the pseudo symmetry and I think that was executed well but this map has a pretty heavy balance towards the CCW spawning player in close spawns. The third is so much easier.

But in cross-spawns you get a really nice positional dynamic over the central high ground. It's a great map, I just don't like the close spawn positional imbalance.
Games before dames.
Old Post

  WniO   United States. May 24 2012 13:35. Posts 2704Profile Blog # 
its a pretty standard, but at the same time innovative layout. id be interested to seeing how games pan out. good job on the visuals as well.
Old Post

 
 NewSunshine   United States. May 24 2012 13:44. Posts 1007
Profile # 

On May 24 2012 13:35 WniO wrote:
its a pretty standard, but at the same time innovative layout. id be interested to seeing how games pan out. good job on the visuals as well.

Might just be me, but I find this to be a very 'safe' attempt at this type of dual symmetry. The only thing I find that separates the high ground half-bases from their low-ground counterparts is the overall openness, of which some is lost in exchange for the favorable high ground position. Overall, and especially looking at the analyzer summary, it looks pretty much like a normal rotational map. Not to dis the layout or anything, since the different spawn setups will still most likely play differently, despite their similarities. However, the general consensus seems to be that it still has, to some degree, the original problem with Antiga Shipyard, I happen to agree.

As for the aesthetics though, they're my favorite from you so far, IronMan! I love the combination of the crystals and the lush scenery with the whole temple scheme, but with Aiur as opposed to Bel'Shir. No faults to find there.
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

  Sea_Food   Finland. May 24 2012 13:49. Posts 1612Profile Blog # 
Considering that in this map you need to have 5 bases to have 4 bases I dont think its any better than antiga in that regard.

Also with the possible expection of zerg, having thst high ground 4th near seems like a very notable imbalance.

Ps. why are those bases half bases anyway? they are relativly hard to take and are really in no kind of strong strategic position to hold. just cause barrin would strangle you for having 16 full bases? imo if u made them full bases the map would be better.
Last edit: 2012-05-24 14:00:36
Old Post

 
 NewSunshine   United States. May 24 2012 13:53. Posts 1007
Profile # 

On May 24 2012 13:49 Sea_Food wrote:
Considering that in this map you need to have 5 bases to have 4 bases I dont think its any better than antiga in that regard.

I disagree. The problem with Shipyard(well, one of two) was that you got three bases, but then what? If you were Terran then you could take the center base, but overall it's not a very well considered design. Here there is a very clear, gradual progression of bases, that is nowhere near as difficult to establish. This map does an excellent job of eliminating that problem, it's just that the other big problem with Shipyard seems to remain.

Still, I love the attempt at a 4 player map, I hope we see more from you!
Last edit: 2012-05-24 13:54:45
[ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine]
Old Post

 
 TheFish7   United States. May 24 2012 14:33. Posts 1199
Profile # 
really cool map, ironman!
I feel like the highground 4ths will always be preferable to the lowground ones, in cross spawns. Perhaps a happy medium would be making only the lowground 4ths full bases and keeping the highground ones as-is?
Last edit: 2012-05-24 14:34:05
 
Old Post

 
 IronManSC   United States. May 24 2012 15:07. Posts 1640
Profile # 

On May 24 2012 14:33 TheFish7 wrote:
really cool map, ironman!
I feel like the highground 4ths will always be preferable to the lowground ones, in cross spawns. Perhaps a happy medium would be making only the lowground 4ths full bases and keeping the highground ones as-is?


That might be interesting ^^ Will look into it
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

  Aunvilgod   May 24 2012 17:17. Posts 2031Profile # 
I don´t know about the close spawns but I guess you have the data.

You should really make the lighting more colorful, everything is so... grey.
Incredible Miracle
Old Post

 
 Ragoo   Germany. May 24 2012 21:29. Posts 2205
Profile # 
I enjoy the asymmetry of the different starting positions. I hate it when people want to achieve 100% same advantages/disadvantages with that all the time. I mean one map like that (Whirlwind) is okay, but I prefer it if it's asymmetric and you have different advantages/disadvantages you have to plan around depending on where you and your opponent spawn.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Old Post

  Sea_Food   Finland. May 25 2012 00:59. Posts 1612Profile Blog # 

On May 24 2012 21:29 Ragoo wrote:
I enjoy the asymmetry of the different starting positions. I hate it when people want to achieve 100% same advantages/disadvantages with that all the time. I mean one map like that (Whirlwind) is okay, but I prefer it if it's asymmetric and you have different advantages/disadvantages you have to plan around depending on where you and your opponent spawn.


Too bad the different races get advantages from different map features.
You cannot make asymmetric maps so that Player 1 gets advantage A, and Player 2 gets advantage B, because player 1 can play a race that gains nothing from that advantage. Then its unfair that Player 2 has stronger spawn.
Old Post

 
 Chargelot   May 25 2012 01:30. Posts 2274
Profile Blog # 

On May 25 2012 00:59 Sea_Food wrote:

Show nested quote +



Too bad the different races get advantages from different map features.
You cannot make asymmetric maps so that Player 1 gets advantage A, and Player 2 gets advantage B, because player 1 can play a race that gains nothing from that advantage. Then its unfair that Player 2 has stronger spawn.


At the same time, I think it's wrong to coddle every single player on every single map in every single starting position in every single game. Should it be as bad as TvZ in close positions on Metalopolis (ie instant-win for Terran)? No, never. But does that make it okay to say "you need to know three strategies, one against each race, that will work on literally every map, every single time"?

Situations like these are perfectly okay. It's only a disadvantage because you think to yourself "could I play a 50 minute game of terror and doom if I spawned here?" and if the answer to that is "no" that doesn't mean the map is bad. Your play style, your strategy, your everything should be based upon the map that you're playing on, the position you spawned in, and the position your opponent spawned in. If that means the game comes down to 2 base vs 2 base, or it all comes down to the struggle for the rotationally disadvantaged third base, that's not a bad thing.

Again, the ridiculous auto-lose situations are terrible, and by extension any map which enforces those situations is terrible. But that's not what's happening here. It's just taking the point of contention and moving it from the center, and bringing it closer to a player's base (by which I understand the main and the natural). It's not a horrible thing to do. As a matter of fact, defending drops on the third would be quite easy for someone who is expecting drops on his third (as any good player should when he spawns at a rotationally disadvantaged starting point), while the guy who is dropping thinks that this will be an easy win for him.

I would argue that there is some advantage to having disadvantages. A good player can turn cliff stairs or rotational disadvantages into a trap for oncoming cliffwalkers or drops, which if it fails to entrap and kill any units, is still a well defended disadvantage.
Last edit: 2012-05-25 01:31:08
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Old Post

 
 kappadevin   United States. May 25 2012 01:56. Posts 260
Profile # 
As much as I like the way the map looks, I just feel like this map runs into the same problems that antiga shipyard has when it comes to the third base and certain spawn locations. I also am concerned with where you take your 4th as zerg vs terran or protoss who spawn in the main close to your third. Neither of the 'natural' options for your 4th seem very safe to me.
Little Tortilla Boy
Old Post

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