|
ESV Khalis
Map created by: IronManSC Version 1.1 all servers Uploaded to: [NA] [EU] [KR] [SEA] Overhauled from my previous, ESV Khaydaria, on WoL
*ESV Khalis will be featured in several upcoming EU events. The event to take place is theStrefaSC Polish Invitational, formally known as the Dylar Cup. More details will be given at a later time.
Replays: + Show Spoiler +ESV Khalis LIVE map test games (Day 1): Watch VODESV Khalis LIVE map test games (Day 2): Watch VOD. coLgoswser game at 0:32:30 (40-min TvZ). ESV Khalis LIVE map test games (Day 3): Watch VODESV Khalis LIVE map test games (Day 4): Watch VOD
Map Info: Size: 152x152 *Cross spawn Only
Rush Distances: top left/bottom right Main to Main: 60 in-game seconds Nat to Nat: 46 in-game seconds
bottom left/top right Main to Main: 62 in-game seconds Nat to Nat: 45 in-game seconds
Pictures: + Show Spoiler +
Change Log: + Show Spoiler ++ Show Spoiler [Version 0.11 (latest)] + 1) Doodad bugs fixed
2) Fixed the walls between the mains and highground middle bases. They are now normal walls instead of destroyed.
3) Lighting fixed.
4) Various pathing bugs fixed.
+ Show Spoiler [Version 0.9] +1) Gave the destructible rocks and vespene geysers a new look to match the tileset more: 2) Made the natural base mineral lines standard (1 gas on each side instead of 2 on outside). Zerg was having it easy scouting all 4 gas geysers in the main and natural easily. This also gives more room to maneuver at your natural wall-off. 3) Pathing bugs fixed.
Have any mapping questions or want to talk privately? E-mail me @ askironmansc@gmail.com
|
You should stack the mineral block 8x5 or something. Otherwise the workers will bounce to the gold minerals requiring a lot of micro or time just to take that base. Looks good, usually I poopoo cross spawn maps. But since this is now more of a 2in1 than a 4p cross, I don't mind so much and I like the differences in spawns. Maybe make the collapsable rocks ramp wider? Using two collapsable rocks, one on either side. Right now that's a pretty impenetrable 4th with rocks on it. This promotes 3base turtle into easy 4th too much I think, where this map already promotes 3base turtle a bit with the openness contrasting with rather easy 3rd. Overall very nice update.
|
Can you hit the gold minerals with a ranged unit from above? Cause if not I think that base would be too easy to take. Anyways it seems like a better map overall, since the 3rd was really hard to take and now it seems much more reasonable, and also the 4th being a full base imo is much better, although it seems like it would be too easy to take, but that is too be seen.
If you publish it in the EU I might get some games on it, so it would be lovely if you did so.
|
On March 19 2013 07:55 moskonia wrote: Can you hit the gold minerals with a ranged unit from above? Cause if not I think that base would be too easy to take. Anyways it seems like a better map overall, since the 3rd was really hard to take and now it seems much more reasonable, and also the 4th being a full base imo is much better, although it seems like it would be too easy to take, but that is too be seen.
If you publish it in the EU I might get some games on it, so it would be lovely if you did so.
I'm still trying to figure things out in this new editor... one of them being cross publishing. If another mapper knows how to publish on a different server i'd like to know step by step.
|
Liking this version much better than WOL's. Even though the thread says (4) looking at the overview I was thinking it was a (2) map because it doesn't have perfect rotational symmetry, however by not having that it allows for slightly different play styles depending on the spawn locations.
I think it deserves a different name though, while it is based off the original, the way it looks and is laid out is piratically a new map in it's own right.
|
On March 19 2013 08:06 lost_artz wrote: Liking this version much better than WOL's. Even though the thread says (4) looking at the overview I was thinking it was a (2) map because it doesn't have perfect rotational symmetry, however by not having that it allows for slightly different play styles depending on the spawn locations.
I think it deserves a different name though, while it is based off the original, the way it looks and is laid out is piratically a new map in it's own right.
I was thinking about having another name, but because of the lore that is implemented, Khaydaria is the only name that works for this type of concept and look. The nice thing about it is that nobody uses the WOL version really, so it's not like making a Ohana RE lol
|
Played some games on this map this evening, was tons of fun. Just wanted to let you know cross spawn wasn't working ): Also as eatthepath said i sent 6 drones to clear the gold out when I was ahead but didn't realize that 1 mined the blue and the rest bounced to the gold. Wasn't too much a problem especially cuz now I know to stagger when I send em. I personally don't find it too turtle-y, but then again I am an aggressive player.
|
Gotta say I'm super stoked you have finally finished this! I had been watching you make this on your stream for a few days and it looks great, can't wait to play it.
|
On March 19 2013 11:46 S.o.L. wrote: Played some games on this map this evening, was tons of fun. Just wanted to let you know cross spawn wasn't working ): Yeah, he said he'll look into this tomorrow.
|
Planned fixes for this week:
1) Fix cross spawn (looking into this)
2) Adjust pathing
3) Adjust foliage
4) Replace 40-resource patch with small destructible rocks
5) Re-name the map
|
On March 19 2013 07:57 IronManSC wrote:Show nested quote +On March 19 2013 07:55 moskonia wrote: Can you hit the gold minerals with a ranged unit from above? Cause if not I think that base would be too easy to take. Anyways it seems like a better map overall, since the 3rd was really hard to take and now it seems much more reasonable, and also the 4th being a full base imo is much better, although it seems like it would be too easy to take, but that is too be seen.
If you publish it in the EU I might get some games on it, so it would be lovely if you did so. I'm still trying to figure things out in this new editor... one of them being cross publishing. If another mapper knows how to publish on a different server i'd like to know step by step. You can select your upload server through the editor's File -> Preferences. You'll need to create a character on that server in-game first in order to publish.
|
Update - 2/19/13 @ 12:23am PDT
1) Map overview updated
2) Fog, foliage, pathing adjusted
3) Removed the 40-resource mineral patch from the golds and put three 3x3 unbuildable blockers
4) Cross-spawns fixed
..........I will work on getting this version published tomorrow morning, as well as working on getting it on the other servers... so right now this fixed version is NOT published until I announce.
|
I played on the previous version last week,and now it's dead ;_;
|
On March 19 2013 14:40 IronManSC wrote: Planned fixes for this week:
5) Re-name the map
Since I more or less suggested #5 I feel somewhat obligated to at least throw a suggestion our there, so here goes; Plains of Zerus. Hope this map gets picked up for some tournaments, loving the layout. Reminds me a bit of Xel'Naga Caverns and Metalopolis.
|
Looks like a pretty solid map for WoL. For HotS? I'm not so certain. The third seems like it would be relatively easy to take and same with the fourth after it. I like how you used unbuildable plates to block the high yield expansions, that's a neat idea and I hope it works out.
It's interesting that you chose to have no watchtowers. The only tournament map without watchtowers now I think is Planet S and that map is much smaller than this one and also not a 4 player map. This map has a lot of expansions and is larger, so it will take a lot more skill to effectively spot expansions and armies. My main concern is scouting drops because a successful drop can easily turn the tide. I hope I'm just being too paranoid, but it is something to be aware of.
EDIT: whoops, there are towers...
Those plants look awesome! I need to get HotS soon, I'm starting to have withdrawal.
|
rename seems much better (and easier to pronounce).
|
On March 19 2013 20:52 Antares777 wrote:Looks like a pretty solid map for WoL. For HotS? I'm not so certain. The third seems like it would be relatively easy to take and same with the fourth after it. I like how you used unbuildable plates to block the high yield expansions, that's a neat idea and I hope it works out. It's interesting that you chose to have no watchtowers. The only tournament map without watchtowers now I think is Planet S and that map is much smaller than this one and also not a 4 player map. This map has a lot of expansions and is larger, so it will take a lot more skill to effectively spot expansions and armies. My main concern is scouting drops because a successful drop can easily turn the tide. I hope I'm just being too paranoid, but it is something to be aware of. Those plants look awesome! I need to get HotS soon, I'm starting to have withdrawal. There're two watchtowers.
|
Didn't realize you were renaming it, probably fitting considering the new theme to the terrain.
Played a few games on it last night, the new art is beautiful really good to see this new template being used so well.
Balance wise this map plays out very similarly to Khaydaria. The architecture of the natural makes drop play very prevalent as we have a two ramp set up like we see also on Antiga Shipyard and Shakuras Plateau, the third is very easy to take and its proximity to your natural ramp makes defending both the third and natural from ground attacks very straightforward.
Past three bases is where this map really gets interesting, the gold bases are more exposed to ground attacks and the more natural 4ths are in spots that would be vulnerable to multi-pronged drop play.
There's a lot of dead space on this map outside the natural and the third which makes things like Mutalisk harassment, banshee play in TvT and oracles all very lethal.
The two Xel'Naga towers are very prevalent here, controlling both gives vision over a very wide area in the middle of the map but similar to Antiga Shipyard and Ohana doesn't cover any of the aerial attack paths whatsoever.
Overall this map felt very much like a cross between Antiga Shipyard and Whirlwind.
|
Update; 3/19/13 @ 9:47am PDT
1) Map re-named to ESV Khalis and is uploaded with the name.
2) The 4th bases were slightly re-designed to be less turtle-y. The middle ramps were extended by 1, and the small back doors are now containing the CR's, which can be used as defending purposes (preventing back doorway attacks), or attacker advantages (preventing workers from escaping upon attacking the base). These can be utilized either way and will be watched closely for balance purposes.
3) The gold bases have three 3x3 unbuildable blockers. Since it's easy to destroy a single one (as with a supply depot), three will make you work a little extra to obtain the gold bases.
4) Foliage, fog, textures and pathing adjusted.
5) Cross-spawn fixed
All pictures updated in OP.
|
I love it, besides the easy way to defend 3 bases.
|
On March 20 2013 02:54 DontNerfInfestors wrote: I love it, besides the easy way to defend 3 bases.
When ESV Khaydaria was being tested in WOL, people complained that the 3rd was too hard to take. Here in ESV Khalis (with the exact same base layout and location), people are saying it's too easy to take now? Time and testing will tell.
|
Quick update: I fixed a bug where the blockers at the gold bases were unable to be destroyed. This was resolved and the gold bases can now properly be taken.
|
Did I comment yet? I don't think so. I just have to say that this map is fucking AWESOME! Always inspiring. I love your sense of proportion, just stunning.
Aesthetics are always top notch . Even for cross only this is so awesome! A different gameplay progression for each spawn .
|
On March 19 2013 15:19 ScorpSCII wrote:Show nested quote +On March 19 2013 07:57 IronManSC wrote:On March 19 2013 07:55 moskonia wrote: Can you hit the gold minerals with a ranged unit from above? Cause if not I think that base would be too easy to take. Anyways it seems like a better map overall, since the 3rd was really hard to take and now it seems much more reasonable, and also the 4th being a full base imo is much better, although it seems like it would be too easy to take, but that is too be seen.
If you publish it in the EU I might get some games on it, so it would be lovely if you did so. I'm still trying to figure things out in this new editor... one of them being cross publishing. If another mapper knows how to publish on a different server i'd like to know step by step. You can select your upload server through the editor's File -> Preferences. You'll need to create a character on that server in-game first in order to publish.
Tried this and it won't work. I cannot figure out how to upload to other servers. It still displays 'Americas' even when I have characters on other servers.
|
- I think 4 bases is a bit too easy still if you get the 11/5 oclock spawns (it's fine for the other spawns). - I don't think there needs to be anything stopping people from taking the golds since they're already so exposed to attacks. - Other nitpick I have is that I wish the XNTs were a bit farther away from each other.
|
Version 0.5 Update; 3/20/13 @ 2:37pm PDT
-Dependencies were fixed. Some players were unable to join the in-game lobby due to a error that read 'Dependencies cannot be verified."
-Some gap fillers were not placed properly. This was also fixed.
On March 20 2013 08:43 Fatam wrote: - I think 4 bases is a bit too easy still if you get the 11/5 oclock spawns (it's fine for the other spawns). - I don't think there needs to be anything stopping people from taking the golds since they're already so exposed to attacks. - Other nitpick I have is that I wish the XNTs were a bit farther away from each other.
The map is a lot bigger in game than the overview makes it look. If balance says otherwise, I will alter the 4th as needed. Until then it has been fine. As for the golds being blocked, even though they are in the open (and covered by a tower), they would still be easier to take if the blockers were not there. I don't want to see zergs taking a quick third, or terrans floating their natural OC to the gold and obtaining it so soon. For small things like this, blockers are necessary at the very least. As for the towers being too close, there really isn't any other good place on the map to put them. The nice part about these towers is you can still go around both of them on ground and still remain unseen. I would prefer not to have a single tower in the center as that takes away a lot of the fighting ground, but it will remain with two towers for now.
|
After quite a few test games it became clear that there are some major issues that need to be addressed:
1) The 3rds are a bit too easy to take 2) The 4ths are generally difficult to take, let alone hold
Next week, I will be streaming the overhaul fixes for these two things to make the map a little more playable, unique, and manageable at which ever base you choose to take.
|
I don't know if the collapsable rock near the 4th is a good idea, why would you use it ? If you break it, it just blocks the path to a potential 5th base (which will be hard to defend nevertheless)
As you said Ironman the 3rd should be harder to take and then the expand process to the 4th/5th/6th/7th(why not) should be smoother and smoother (but not free)
|
Guide on how to publish a map on another server:
1. Create a text file called "regions.xml" and put it in your sc2 folder: You can just create a normal text file (.txt) and rename it to regions.xml
2. Put this in the file: + Show Spoiler +<regions> <region displayname="AUTHENTICATION_SG_REGION" hostname="sg" allowedProductLocales="all" localesThatDefaultToThisRegion="enSG"/> <region displayname="AUTHENTICATION_US_REGION" hostname="us" allowedProductLocales="all" localesThatDefaultToThisRegion="enUS"/> <region displayname="AUTHENTICATION_EU_REGION" hostname="eu" allowedProductLocales="all" localesThatDefaultToThisRegion="enGB"/> <region displayname="AUTHENTICATION_KR_REGION" hostname="kr" allowedProductLocales="all" localesThatDefaultToThisRegion="koKR"/> </regions> Again, you can do this with the normal textfile and you rename it afterwards to regions.xml
3. Open your editor. 4. Go to File -> Preferences... 5. Select "Battle.net" 6. Select the Region you want to publish your map on in the dropdown menu. ("Americas" is NA) 7. Proceed as usual by logging in on your account with the "File -> Publish..." option. (If you never logged in on another server ingame, then you need to do that before you can do this last point and publish your map. Thats because you need to create a new Character for the account on that server and that only works ingame.)
|
+ Show Spoiler +On March 23 2013 22:50 MasterReY wrote:Guide on how to publish a map on another server:1. Create a text file called "regions.xml" and put it in your sc2 folder: You can just create a normal text file (.txt) and rename it to regions.xml 2. Put this in the file: + Show Spoiler +<regions> <region displayname="AUTHENTICATION_SG_REGION" hostname="sg" allowedProductLocales="all" localesThatDefaultToThisRegion="enSG"/> <region displayname="AUTHENTICATION_US_REGION" hostname="us" allowedProductLocales="all" localesThatDefaultToThisRegion="enUS"/> <region displayname="AUTHENTICATION_EU_REGION" hostname="eu" allowedProductLocales="all" localesThatDefaultToThisRegion="enGB"/> <region displayname="AUTHENTICATION_KR_REGION" hostname="kr" allowedProductLocales="all" localesThatDefaultToThisRegion="koKR"/> </regions> Again, you can do this with the normal textfile and you rename it afterwards to regions.xml 3. Open your editor. 4. Go to File -> Preferences... 5. Select "Battle.net" 6. Select the Region you want to publish your map on in the dropdown menu. ("Americas" is NA) 7. Proceed as usual by logging in on your account with the "File -> Publish..." option. (If you never logged in on another server ingame, then you need to do that before you can do this last point and publish your map. Thats because you need to create a new Character for the account on that server and that only works ingame.) I just tried this with no success
|
On March 23 2013 23:14 KingCorwin wrote:+ Show Spoiler +On March 23 2013 22:50 MasterReY wrote:Guide on how to publish a map on another server:1. Create a text file called "regions.xml" and put it in your sc2 folder: You can just create a normal text file (.txt) and rename it to regions.xml 2. Put this in the file: + Show Spoiler +<regions> <region displayname="AUTHENTICATION_SG_REGION" hostname="sg" allowedProductLocales="all" localesThatDefaultToThisRegion="enSG"/> <region displayname="AUTHENTICATION_US_REGION" hostname="us" allowedProductLocales="all" localesThatDefaultToThisRegion="enUS"/> <region displayname="AUTHENTICATION_EU_REGION" hostname="eu" allowedProductLocales="all" localesThatDefaultToThisRegion="enGB"/> <region displayname="AUTHENTICATION_KR_REGION" hostname="kr" allowedProductLocales="all" localesThatDefaultToThisRegion="koKR"/> </regions> Again, you can do this with the normal textfile and you rename it afterwards to regions.xml 3. Open your editor. 4. Go to File -> Preferences... 5. Select "Battle.net" 6. Select the Region you want to publish your map on in the dropdown menu. ("Americas" is NA) 7. Proceed as usual by logging in on your account with the "File -> Publish..." option. (If you never logged in on another server ingame, then you need to do that before you can do this last point and publish your map. Thats because you need to create a new Character for the account on that server and that only works ingame.) I just tried this with no success
Well any info on WHAT did not work would be helpful
|
On March 24 2013 08:42 MasterReY wrote:Show nested quote +On March 23 2013 23:14 KingCorwin wrote:+ Show Spoiler +On March 23 2013 22:50 MasterReY wrote:Guide on how to publish a map on another server:1. Create a text file called "regions.xml" and put it in your sc2 folder: You can just create a normal text file (.txt) and rename it to regions.xml 2. Put this in the file: + Show Spoiler +<regions> <region displayname="AUTHENTICATION_SG_REGION" hostname="sg" allowedProductLocales="all" localesThatDefaultToThisRegion="enSG"/> <region displayname="AUTHENTICATION_US_REGION" hostname="us" allowedProductLocales="all" localesThatDefaultToThisRegion="enUS"/> <region displayname="AUTHENTICATION_EU_REGION" hostname="eu" allowedProductLocales="all" localesThatDefaultToThisRegion="enGB"/> <region displayname="AUTHENTICATION_KR_REGION" hostname="kr" allowedProductLocales="all" localesThatDefaultToThisRegion="koKR"/> </regions> Again, you can do this with the normal textfile and you rename it afterwards to regions.xml 3. Open your editor. 4. Go to File -> Preferences... 5. Select "Battle.net" 6. Select the Region you want to publish your map on in the dropdown menu. ("Americas" is NA) 7. Proceed as usual by logging in on your account with the "File -> Publish..." option. (If you never logged in on another server ingame, then you need to do that before you can do this last point and publish your map. Thats because you need to create a new Character for the account on that server and that only works ingame.) I just tried this with no success Well any info on WHAT did not work would be helpful For me, when you go to log in it's still the same server no matter what you select in preferences.
|
doing all of the steps you listed, i still only see 1 server in the editor battle.net preferences
|
On March 24 2013 09:51 KingCorwin wrote: doing all of the steps you listed, i still only see 1 server in the editor battle.net preferences Make sure that the file is indeed "regions.xml" and not "regions.xml.txt". Enable the file endings in the folder options.
Or try it with my file: https://dl.dropbox.com/u/4479839/regions.xml It works for me and I published my maps on US, EU and SEA with it.
On March 24 2013 08:56 Gfire wrote: For me, when you go to log in it's still the same server no matter what you select in preferences. Try the file I linked, if that doesn't work, you either use a mac which might require something else (unconfirmed, pls tell me, if it works on a mac).
If it still won't work and you are using a Windows, then check your registry at: HKEY_CURRENT_USER\Software\Blizzard Entertainment\StarCraft II Editor\Preferences Delete the entry "BattleNetHost" and anything that looks like a server address. Try to change the "BattleNetRegion" to "us", "eu", "sg" or "kr".
It's odd that it's not working for you. =/
@ Topic Yay, I watched him working on the map via stream. You should check his stream, if you are curious how melee mapmakers create maps. You might create your own melee map one day after learning how one can create one. Also, he appriciates your suggestions.
|
I'm using windows. And yes, I'm already manually changing the registry. I did that to upload to other servers even before global play, so I'm not really any worse off than that... Just would be nice if It were a bit easier. Since 1.5 I've had to close/open the editor for each server which is a bit of a pain.
|
On March 24 2013 12:23 Gfire wrote: I'm using windows. And yes, I'm already manually changing the registry. I did that to upload to other servers even before global play, so I'm not really any worse off than that... Just would be nice if It were a bit easier. Since 1.5 I've had to close/open the editor for each server which is a bit of a pain.
TBH its not a good idea to edit stuff in the registry if you dont know 100% what you are doing. Changing an entry in the registry can lead to "overwriting" the effect that the regions.xml file has. The "LastPortal-xxXX" value in "HKEY_CURRENT_USER\Software\Blizzard Entertainment\Battle.net\S2" should always be the same as the region from the language you installed the game on. Example: I installed an enGB client. "LastPortal-enGB" is set to "eu" for me. dont know the exact value for NA. also note: They changed the registry values with the release of hots. Before hots release "LastPortal-enGB" was "enGB" and not "eu" for me.
If you manually change value in your registry you should 100% know about such changes from blizzard in your registry. For example if you changed your registry entry before hots release to the non-default value, then there is a chance that it couldnt adjust to the correct value after the release. Just a small example about what can go wrong.
Apart from that Ahli is correct aswell. "BattleNetRegion" in "HKEY_CURRENT_USER\Software\Blizzard Entertainment\StarCraft II Editor\Preferences" should be the relevant part here.
I suggest DEinstalling sc2 completely (not just "reinstall" or "repair") to fix your specific problem. Because the described way works for everyone, who didnt do anything before.
|
Yeah, I guessed it could be having trouble switching because I had already done it manually before. Just haven't had a good look into it yet.
But specifically... It seems BattleNetRegion does change, it's just the BattleNetHost value (which is the one I would change before,) still stays the same as whatever I had set it to. I don't remember the BattleNetRegion key before. It seems like whatever I changed didn't carry over through the updates, and I'm not sure how I'd fix it manually so you're right, reinstalling would probably be the safest option.
|
This proves that no one can retire from mapmaking, once you go map, you can't go back.
I'd just make it all spawns really, I think it's balanced enough in all spawns. It seems more interesting than Khaydaria for sure., Glad people are getting over their fear of gold bases, they have a lot of potential.
|
On March 27 2013 22:30 SiskosGoatee wrote: I'd just make it all spawns really, I think it's balanced enough in all spawns. It seems more interesting than Khaydaria for sure., Glad people are getting over their fear of gold bases, they have a lot of potential.
Even though there is more depth in having all spawns enabled, I will not allow it to happen for this map. I made balance changes to it on Monday so you definitely will hope that it is cross spawn.
Also you'll be disappointed because the gold bases are now full blue bases
|
Version 0.7 Released! 3/27/13 @ 3:44pm PDT
*all pictures updated in OP
1) While the map remains cross-spawn only, the center was re-designed to allow more depth and technical gameplay.
2) The thirds were slightly altered and pushed away from the naturals.
3) The gold bases were removed and replaced with full 8m2g resources.
4) The CR's were replaced with normal destructible rocks.
5) Pathing, foliage, and textures were corrected in various places.
6) Other various doodad bugs/glitches were fixed.
Upon releasing 0.7, I had a TvZ, ZvZ, PvZ, and PvT - all masters - and the games were very well thought out and played around the map using its features. They all liked it. So far so good!
|
When will it be released on other servers? :S New version looks sweet and I want to try it!
|
Map is now uploaded to EU. I'll work on the other servers tomorrow.
|
We have been doing more live test games on ESV.TV and they have been very successful! coLgoswser was willing enough to provide a test game against a master EU terran player. The game was about 40 minutes long and it was.... EPIC!
For those who are interested in watching this game, go to http://www.twitch.tv/esvision/c/2108758
the goswser game starts at 0:32:30
Other than that, there are minor bug issues that will be addressed in future map patches.
|
Not a fan because it's super easy to maintain a 4'th and that needs to go. Make 4'ths a bit harder to take.
|
On April 05 2013 04:14 blade55555 wrote: Not a fan because it's super easy to maintain a 4'th and that needs to go. Make 4'ths a bit harder to take.
Your opinion holds no validity, and it should be noted that anyone expressing a basic opinion from looking at the overview will not be taken into account. Why is it easy to maintain? Do you have proof/replays? What matchup does this opinion affect? Against what composition is it easiest to maintain against?
I have done two vods (several hours each), consisting of all diamond, masters, and a GM doing live map testing, and not once has the 4th shown to be "easy to maintain." In fact the 4th bases (middle bases) are often the easiest to kill off according to the test games so far.
|
IronManSC we discussed this briefly weeks ago but would you be interested in allowing me to add the GameHeart overlay to your map?
|
Version 0.8 now released! *See changelog in OP for updates. Overview updated as well.
|
The changes look good! When polishing comes closer to the finish, one can only wonder:
When will we see the Uraj?
|
On April 05 2013 04:28 IronManSC wrote:Show nested quote +On April 05 2013 04:14 blade55555 wrote: Not a fan because it's super easy to maintain a 4'th and that needs to go. Make 4'ths a bit harder to take. Your opinion holds no validity, and it should be noted that anyone expressing a basic opinion from looking at the overview will not be taken into account. Why is it easy to maintain? Do you have proof/replays? What matchup does this opinion affect? Against what composition is it easiest to maintain against? I have done two vods (several hours each), consisting of all diamond, masters, and a GM doing live map testing, and not once has the 4th shown to be "easy to maintain." In fact the 4th bases (middle bases) are often the easiest to kill off according to the test games so far. Well, truth be told, on the vert spawns, if you position your army on the ramp between the fourth and third you can cover pretty much every attack avenue by ground into your four bases.
HotS is probably currently not the right place to judge map balance. I played a couple of games on this map. All TvP's. I suppose if it was Wings I'd have said 'Wow, this map is waaaay too easy to drop on', but then I remember that essentially every map in HotS is 'waaaaaaay too easy to drop on'. I believe TvP is currently around 65% winrate in tournaments in HotS LAN's, so yeah. Hard to judge balance until the metagame settles. I found it fairly easy myself though to ntercept zealot runbies by rallying all my stuff to that ramp while at the same time making use of the fact that P harass tends to be zealots and dts walking by ground which was easy to lock out, and T harass tends to be medics on redbull flying your stuff around.
|
I like the layout of the map, but I'm not for the brown terrain texture... it'd probably be too major of a change for you to carry out, but the "replace" texture tool would work well.
|
On April 06 2013 10:04 Bionicrm wrote:I like the layout of the map, but I'm not for the brown terrain texture... it'd probably be too major of a change for you to carry out, but the "replace" texture tool would work well.
That tool doesn't always work. It replaces the texture, yes, but 99.9% of the time not with the texture you want. It uses one of the existing textures to fill it in, and that's bad
|
The current dirt texture is fine imo.
|
On April 06 2013 15:44 IronManSC wrote:Show nested quote +On April 06 2013 10:04 Bionicrm wrote:I like the layout of the map, but I'm not for the brown terrain texture... it'd probably be too major of a change for you to carry out, but the "replace" texture tool would work well. That tool doesn't always work. It replaces the texture, yes, but 99.9% of the time not with the texture you want. It uses one of the existing textures to fill it in, and that's bad I like the aesthetics; don't change it up
|
This looks very promising.
|
On April 06 2013 15:44 IronManSC wrote:Show nested quote +On April 06 2013 10:04 Bionicrm wrote:I like the layout of the map, but I'm not for the brown terrain texture... it'd probably be too major of a change for you to carry out, but the "replace" texture tool would work well. That tool doesn't always work. It replaces the texture, yes, but 99.9% of the time not with the texture you want. It uses one of the existing textures to fill it in, and that's bad It always works for me. At least, the replace all tool under map>textures works and the replace texture brush works so long as both textures are in the tileset.
What you can't do is swap out a texture in the texture set and then use the replace brush before using the replace all to actually swap out the textures on the map (so there's no trace of the old texture anywhere... Even after being erased.)
IDK what issue you're having though.
|
On April 05 2013 04:14 blade55555 wrote: Not a fan because it's super easy to maintain a 4'th and that needs to go. Make 4'ths a bit harder to take.
Hahaha have you even played any games on this map? I still can't get over how good the aesthetics are.
|
On April 07 2013 01:37 Qwyn wrote:Show nested quote +On April 05 2013 04:14 blade55555 wrote: Not a fan because it's super easy to maintain a 4'th and that needs to go. Make 4'ths a bit harder to take. Hahaha have you even played any games on this map? I still can't get over how good the aesthetics are. Like I said, I have played quite a lot of TvP's on this map (for some reason all I play in customs are TvP since everyone wants to train their PvT in HotS since it's mad imba). And in vert spawns, from my opinion it is extremely easy to just rally your stuff to the ramp between your third and your fourth and cover any ground avenue while continuing to drop. In horizontal spawns it's a bit different of course.
Aesthetics, I personally almost never talk about them in maps and I realize I rpobably don't have a lot to speak from since my aesthetics are polarizing at best and 'controversial' is probably a better term but I think they're kind of bland and unremarkable, this kind of stuff has been done a lot before.
I didn't get a chance to play on the older version with the golds but I probably would have liked it more from what I can remember.
That said, not a bad map, I enjoyed playing on it but I feel TvP is very terran favoured on it, but as I illustrated bvefore, TvP is terran favoured on every map at the moment. It's just that any map which has such an amount of air attack paths and so very few ground attack paths seems to favour T more than P. I mean, I'm very hit-and-run like in all matchups but in the end in PvT it more comes down to ground units, zealot and dt runbies than anything.
|
On April 07 2013 01:51 SiskosGoatee wrote:Show nested quote +On April 07 2013 01:37 Qwyn wrote:On April 05 2013 04:14 blade55555 wrote: Not a fan because it's super easy to maintain a 4'th and that needs to go. Make 4'ths a bit harder to take. Hahaha have you even played any games on this map? I still can't get over how good the aesthetics are. Like I said, I have played quite a lot of TvP's on this map (for some reason all I play in customs are TvP since everyone wants to train their PvT in HotS since it's mad imba). And in vert spawns, from my opinion it is extremely easy to just rally your stuff to the ramp between your third and your fourth and cover any ground avenue while continuing to drop. In horizontal spawns it's a bit different of course. Aesthetics, I personally almost never talk about them in maps and I realize I rpobably don't have a lot to speak from since my aesthetics are polarizing at best and 'controversial' is probably a better term but I think they're kind of bland and unremarkable, this kind of stuff has been done a lot before. I didn't get a chance to play on the older version with the golds but I probably would have liked it more from what I can remember. That said, not a bad map, I enjoyed playing on it but I feel TvP is very terran favoured on it, but as I illustrated bvefore, TvP is terran favoured on every map at the moment. It's just that any map which has such an amount of air attack paths and so very few ground attack paths seems to favour T more than P. I mean, I'm very hit-and-run like in all matchups but in the end in PvT it more comes down to ground units, zealot and dt runbies than anything.
Well, even if the aesthetics have been "done to death," IronMan executes them very well. I'd rather see well done aesthetics that we've seen before than half-assed aesthetics with different tilesets. Anyhow, I'm firing up HOTS now so I'll play a couple games myself.
|
Just a word of encouragement, if you play any games on this map, please send all your replays to askironmansc@gmail.com
It would be appreciated ^^
|
On April 07 2013 01:58 Qwyn wrote:Show nested quote +On April 07 2013 01:51 SiskosGoatee wrote:On April 07 2013 01:37 Qwyn wrote:On April 05 2013 04:14 blade55555 wrote: Not a fan because it's super easy to maintain a 4'th and that needs to go. Make 4'ths a bit harder to take. Hahaha have you even played any games on this map? I still can't get over how good the aesthetics are. Like I said, I have played quite a lot of TvP's on this map (for some reason all I play in customs are TvP since everyone wants to train their PvT in HotS since it's mad imba). And in vert spawns, from my opinion it is extremely easy to just rally your stuff to the ramp between your third and your fourth and cover any ground avenue while continuing to drop. In horizontal spawns it's a bit different of course. Aesthetics, I personally almost never talk about them in maps and I realize I rpobably don't have a lot to speak from since my aesthetics are polarizing at best and 'controversial' is probably a better term but I think they're kind of bland and unremarkable, this kind of stuff has been done a lot before. I didn't get a chance to play on the older version with the golds but I probably would have liked it more from what I can remember. That said, not a bad map, I enjoyed playing on it but I feel TvP is very terran favoured on it, but as I illustrated bvefore, TvP is terran favoured on every map at the moment. It's just that any map which has such an amount of air attack paths and so very few ground attack paths seems to favour T more than P. I mean, I'm very hit-and-run like in all matchups but in the end in PvT it more comes down to ground units, zealot and dt runbies than anything. Well, even if the aesthetics have been "done to death," IronMan executes them very well. I'd rather see well done aesthetics that we've seen before than half-assed aesthetics with different tilesets. Anyhow, I'm firing up HOTS now so I'll play a couple games myself. True, it's well done, but it doesn't have the extremely remarkable texture work of say Vector or Cloud Atlas. I mean, it's by no means bad or even 'mediocre', it's quite good.
Personally though, I'm not a fan of this kind of stuff but that's just me I guess.
|
ESV Khalis is confirmed to be included in an EU event known as the StrefaSC Polish Invitational, which was formally known as the Dylar Cup. This will promote a significant amount of diamond and master level testing. More details will be announced later when I gather them. Also, the Day 4 of live testing vod is added to the replay section.
So far, no big changes are needed. The games that have been played thus far turned out to be quite entertaining.
|
On April 13 2013 05:28 IronManSC wrote: ESV Khalis is confirmed to be included in an EU event known as the StrefaSC Polish Invitational, which was formally known as the Dylar Cup. This will promote a significant amount of diamond and master level testing. More details will be announced later when I gather them. Also, the Day 4 of live testing vod is added to the replay section.
So far, no big changes are needed. The games that have been played thus far turned out to be quite entertaining.
Have you been streaming any more updates on your island map? I only caught the first stream of it, and it got cut short by an interruption.
|
On April 13 2013 07:49 InfCereal wrote:Show nested quote +On April 13 2013 05:28 IronManSC wrote: ESV Khalis is confirmed to be included in an EU event known as the StrefaSC Polish Invitational, which was formally known as the Dylar Cup. This will promote a significant amount of diamond and master level testing. More details will be announced later when I gather them. Also, the Day 4 of live testing vod is added to the replay section.
So far, no big changes are needed. The games that have been played thus far turned out to be quite entertaining. Have you been streaming any more updates on your island map? I only caught the first stream of it, and it got cut short by an interruption.
There is a slight chance I may not finish that map, as I am consumed with a desert map as well as a re-make of Ohana. You can find a list of my vods here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=285931
|
On April 13 2013 07:53 IronManSC wrote:Show nested quote +On April 13 2013 07:49 InfCereal wrote:On April 13 2013 05:28 IronManSC wrote: ESV Khalis is confirmed to be included in an EU event known as the StrefaSC Polish Invitational, which was formally known as the Dylar Cup. This will promote a significant amount of diamond and master level testing. More details will be announced later when I gather them. Also, the Day 4 of live testing vod is added to the replay section.
So far, no big changes are needed. The games that have been played thus far turned out to be quite entertaining. Have you been streaming any more updates on your island map? I only caught the first stream of it, and it got cut short by an interruption. There is a slight chance I may not finish that map, as I am consumed with a desert map as well as a re-make of Ohana. You can find a list of my vods here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=285931
Ah well, thank you for the link!
|
ESV Khalis has now been officially uploaded to all servers as version 1.0. Feel free to check it out!
|
Cool. Do you want replays of games on your maps, if that is helpful? Im a EU diamond player, maybe I can play some games with some friends and send them if you like.
|
On April 24 2013 17:04 LoveTool wrote: Cool. Do you want replays of games on your maps, if that is helpful? Im a EU diamond player, maybe I can play some games with some friends and send them if you like.
That would help! send them to askironmansc@gmail.com
Thanks
|
|
|
|