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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
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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
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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.
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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.
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I played on the previous version last week,and now it's dead ;_;
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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.
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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.
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rename seems much better (and easier to pronounce).
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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.
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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.
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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.
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I love it, besides the easy way to defend 3 bases.
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