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Overview
Map Details Name DF Kurald Emurlahn Version 2.0 Bounds 150x150 Bases 16 Published To Be Updated on SEA, NA, and EU Rush Distances Close 42 in-game seconds Rush Distances Cross 54 in-game seconds
For this map I wanted an emphasis on a high ground middle and thirds that can be chosen in different match-ups and spawning positions, thus providing dynamic and varied gameplay. Controlling all the towers provides a lot of vision of the various attack paths but are also difficult to hold them all. No rocks, whaaaaat.
Analyzer Image
Not available since patch 1.5.0
Gameplay Images
Eye Candy
Change Log v2.0 Balance Changes
Overall map size reduced from 158x158 to 150x150. Small amount of air space around the edges. Back-door to main removed. Small area behind natural for building space (tech hiding etc). Choke to natural widened by 1 square. Area outside natural and thirds completely reworked. High ground outside of natural removed. Counter clockwise third reoriented. Singular tower removed. Four separate towers created. Tightened the high-ground in the very centre slightly.
v2.0 Aesthetics Changes Very slight fog and lighting changes. Man-made textures cleaned up. Decals added to ramps for shiny purposes.
v2.0 Bug Changes Fixed some pathing issues. Fixed a spawning issue. Cleaned up some doodad footprints.
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It looks like your missing some ramps in your overview pictures.
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Too much colour for that name? ;-)
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On November 23 2012 18:19 Duvon wrote: Too much colour for that name? ;-)
I'll be sure to greyscale the Realm of Shadow!! :D Well played.
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I think it fits perfectly with the illusion theme myself.
Boss name.
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Ahhhh. The name, the name. Well played .
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has same issues as blistering sands but, the map is also large
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On November 24 2012 05:55 TibblesEvilCat wrote: has same issues as blistering sands but, the map is also large
Not really, the main front door and backdoor are positioned differently than on blistering sands. And a different backdoor setup.
I will give a more detailed explanation why when i get home from work, if it is neccesary.
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On November 24 2012 05:55 TibblesEvilCat wrote: has same issues as blistering sands but, the map is also large On this map, the distance from nat entrance to backdoor is about the same for the attacker and defender, unlike Blistering Sands where the distances massively favored the attacker. Also this map's backdoor has the high ground pod to help with defense.
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and iirc, the blistering sands backdoor had no LOS blockers on the outside so you could warp/blink over it :-P
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I love the tileset and how the colors mix. Map-beauty is important
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On November 24 2012 09:26 Fatam wrote: and iirc, the blistering sands backdoor had no LOS blockers on the outside so you could warp/blink over it :-P I don't think it was intended since it was on a ramp, but there was a little corner of the rock where you could move a unit to get vision (combined with the fact that this was pre-ramp vision nerf)
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Oh was it on a ramp? Disregard my comment then. That's lulzy that they didn't center the rocks on the ramp though.
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Good job man. Can't wait to play it.
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Map is now available for play on the NA server.
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Dude, awesome name, map looks nice too
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Updated to 1.1:
Several aesthetic, doodad footprint fixes, and adjusted height of line of sight blockers around the watchtower.
Added information to OP about rush distances (43 seconds close & 58 seconds cross).
Still looking for feedback! Thanks!
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Had some grandmaster friends play quite a few test games on the map and they said the middle high ground was strong enough without the tower and that I'd be better off removing it but adding some surrounding ones, to make traversing the middle of the map easier.
After some games of my own I had to agree that it was quite daunting trying to cross the map with all the high ground there, so I came up with some of these ideas. Would like some other mapmaker's points of view.
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